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Added extra awesomeness to TNT

+ TNT now has a chance of flinging FallingBlock entities around
* Improved TNT damage
* Improved TNT spawning visuals
* Possible fix for 'SetSwimState failure' messages in debug
This commit is contained in:
Tiger Wang
2014-03-05 22:12:48 +00:00
parent 7fb354e8f0
commit 53231bebd6
7 changed files with 236 additions and 213 deletions

View File

@@ -1832,8 +1832,17 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
}
else if (m_World->GetTickRandomNumber(100) < 20) // 20% chance of flinging stuff around
{
if (!cBlockInfo::FullyOccupiesVoxel(area.GetBlockType(bx + x, by + y, bz + z)))
{
break;
}
m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, area.GetBlockType(bx + x, by + y, bz + z), area.GetBlockMeta(bx + x, by + y, bz + z));
}
area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
break;
}
} // switch (BlockType)
} // for z
@@ -1846,11 +1855,10 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
public cEntityCallback
{
public:
cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) :
cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) :
m_bbTNT(a_bbTNT),
m_ExplosionPos(a_ExplosionPos),
m_ExplosionSize(a_ExplosionSize),
m_ExplosionSizeSq(a_ExplosionSizeSq)
m_ExplosionSize(a_ExplosionSize)
{
}
@@ -1873,14 +1881,16 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
}
Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq);
// Work out how far we are from the edge of the TNT's explosive effect
AbsoluteEntityPos -= m_ExplosionPos;
AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos;
double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize;
FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage);
// All to positive
AbsoluteEntityPos.x = abs(AbsoluteEntityPos.x);
AbsoluteEntityPos.y = abs(AbsoluteEntityPos.y);
AbsoluteEntityPos.z = abs(AbsoluteEntityPos.z);
double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize;
// Clip damage values
if (FinalDamage > a_Entity->GetMaxHealth())
@@ -1888,7 +1898,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
else if (FinalDamage < 0)
FinalDamage = 0;
if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities, they should be invincible
{
a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
}
@@ -1898,7 +1908,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
if (distance_explosion.SqrLength() < 4096.0)
{
distance_explosion.Normalize();
distance_explosion *= m_ExplosionSizeSq;
distance_explosion *= m_ExplosionSize * m_ExplosionSize;
a_Entity->AddSpeed(distance_explosion);
}
@@ -1910,14 +1920,13 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
cBoundingBox & m_bbTNT;
Vector3d m_ExplosionPos;
int m_ExplosionSize;
int m_ExplosionSizeSq;
};
cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1);
bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt, ExplosionSizeSq);
cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt);
ForEachEntity(TNTDamageCallback);
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):