TNT fixes.
Other blocks can be placed next to TNT. Explosions activate nearby TNT blocks. TNT doesn't destroy bedrock, obsidian and liquid blocks. Server doesn't crash when a TNT (or other entity) leaves the valid Y range. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1603 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -12,6 +12,7 @@
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#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
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#include "BlockArea.h"
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#include "PluginManager.h"
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#include "TNTEntity.h"
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#ifndef _WIN32
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#include <cstdlib> // abs
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@@ -1496,23 +1497,55 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
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cVector3iArray *cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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cVector3iArray * cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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cBlockArea area;
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cVector3iArray *BlocksAffected = new cVector3iArray();
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cVector3iArray * BlocksAffected = new cVector3iArray();
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int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
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int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
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BlocksAffected->reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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area.Read(m_World,a_BlockX - ExplosionSizeInt,a_BlockX + ExplosionSizeInt,a_BlockY - ExplosionSizeInt,a_BlockY + ExplosionSizeInt,a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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area.Read(m_World, a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockY + ExplosionSizeInt, a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
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{
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for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
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{
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if ((a_BlockY + y >= cChunkDef::Height) || (a_BlockY + y < 0))
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{
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// Outside of the world
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continue;
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}
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for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
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{
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if ((x*x + y*y + z*z) < (ExplosionSizeInt * ExplosionSizeInt))
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if ((x * x + y * y + z * z) < ExplosionSizeSq)
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{
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z,E_BLOCK_AIR);
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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switch (area.GetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z))
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{
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case E_BLOCK_TNT:
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{
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// Activate the TNT, with a random fuse between 10 to 30 game ticks
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float FuseTime = (float)(10 + m_World->GetTickRandomNumber(20)) / 20;
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cTNTEntity * TNT = new cTNTEntity(a_BlockX, a_BlockY, a_BlockZ, FuseTime);
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TNT->Initialize(m_World);
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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break;
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}
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_BEDROCK:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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{
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// These blocks are not affected by explosions
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break;
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}
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default:
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{
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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}
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}
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}
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}
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}
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