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Bundled fixes [SEE DESC]

* BoundingBox now returns FACE_NONE
+ Arrows can be picked up
* Arrows dug up resume physics simulations
* Added sound effects for bows, lava to stone, and arrows
* Fixed SoundParticleEffect on <1.7 protocols
This commit is contained in:
Tiger Wang
2013-11-12 21:43:20 +00:00
parent f713780db3
commit 347162a82f
9 changed files with 147 additions and 25 deletions

View File

@@ -371,6 +371,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
void cProjectileEntity::CollectedBy(cPlayer * a_Dest)
{
// Overriden in arrow
UNUSED(a_Dest);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cArrowEntity:
@@ -378,7 +388,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
m_PickupState(psNoPickup),
m_DamageCoeff(2),
m_IsCritical(false)
m_IsCritical(false),
m_Timer(0),
m_bIsCollected(false),
m_HitBlockPos(Vector3i(0, 0, 0))
{
SetSpeed(a_Speed);
SetMass(0.1);
@@ -398,7 +411,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
m_PickupState(psInSurvivalOrCreative),
m_DamageCoeff(2),
m_IsCritical((a_Force >= 1))
m_IsCritical((a_Force >= 1)),
m_Timer(0),
m_bIsCollected(false),
m_HitBlockPos(0, 0, 0)
{
}
@@ -424,7 +440,28 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
if (a_HitFace == BLOCK_FACE_NONE)
{
return;
}
super::OnHitSolidBlock(a_HitPos, a_HitFace);
int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
if (a_HitFace != BLOCK_FACE_YP)
{
AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
}
else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
{
a_Y--;
}
else
{
a_Y++;
}
m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
@@ -442,7 +479,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
{
// Not an entity that interacts with an arrow
return;
@@ -455,6 +492,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
}
a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
// Broadcast successful hit sound
m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
Destroy();
}
@@ -462,6 +502,67 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
void cArrowEntity::CollectedBy(cPlayer * a_Dest)
{
if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest)))
{
int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
if (NumAdded > 0) // Only play effects if there was space in inventory
{
m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest);
// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
m_bIsCollected = true;
}
}
}
void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
m_Timer += a_Dt;
if (m_bIsCollected)
{
if (m_Timer > 500.f) // 0.5 seconds
{
Destroy();
return;
}
}
else if (m_Timer > 1000 * 60 * 5) // 5 minutes
{
Destroy();
return;
}
if (m_IsInGround)
{
int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
if (Chunk == NULL)
{
// Inside an unloaded chunk, abort
return;
}
if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cThrownEggEntity: