General fixes [SEE DESC]
* Fixed faulty block face enumeration and functions + Added fireworks and exp bottle spawning * Fixed arrows again
This commit is contained in:
@@ -230,6 +230,8 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkExpBottle: return new cExpBottleEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkFirework: return new cFireworkEntity (a_Creator, a_X, a_Y, a_Z );
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// TODO: the rest
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}
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@@ -446,29 +448,19 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if (a_HitFace == BLOCK_FACE_NONE) { return; }
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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// Projectiles mistakenly think a face faces the direction a player faces when looking directly at said face
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// This therefore breaks YP & YM of AddFaceDirection - see #350 for more details
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switch (a_HitFace)
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{
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case BLOCK_FACE_NONE: break; // Block tracer sometimes returns this, in this case, the coords will be correct
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case BLOCK_FACE_YP:
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{
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a_Y--;
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break;
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}
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case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
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case BLOCK_FACE_YM:
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{
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a_Y++;
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break;
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}
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default:
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{
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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break;
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}
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default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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@@ -672,6 +664,104 @@ void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_Hi
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cBottleOEnchantingEntity :
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cExpBottleEntity::cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkExpBottle, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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{
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SetSpeed(a_Speed);
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}
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void cExpBottleEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// TODO: Spawn experience orbs
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Destroy();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFireworkEntity :
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cFireworkEntity::cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z) :
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super(pkFirework, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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{
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}
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void cFireworkEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if ((a_HitFace != BLOCK_FACE_BOTTOM) && (a_HitFace != BLOCK_FACE_NONE))
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{
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return;
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}
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SetSpeed(0, 0, 0);
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SetPosition(GetPosX(), GetPosY() - 0.5, GetPosZ());
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std::cout << a_HitPos.x << " " << a_HitPos.y << " " << a_HitPos.z << std::endl;
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m_IsInGround = true;
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BroadcastMovementUpdate();
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}
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void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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if (m_IsInGround)
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{
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if (a_Chunk.GetBlock((int)GetPosX(), (int)GetPosY() + 1, (int)GetPosZ()) == E_BLOCK_AIR)
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{
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m_IsInGround = false;
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}
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else
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{
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return;
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}
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}
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Vector3d PerTickSpeed = GetSpeed() / 20;
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Vector3d Pos = GetPosition();
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// Trace the tick's worth of movement as a line:
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Vector3d NextPos = Pos + PerTickSpeed;
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cProjectileTracerCallback TracerCallback(this);
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if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Something has been hit, abort all other processing
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return;
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}
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
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// Update the position:
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SetPosition(NextPos);
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// Add slowdown and gravity effect to the speed:
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Vector3d NewSpeed(GetSpeed());
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NewSpeed.y += 2;
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NewSpeed *= TracerCallback.GetSlowdownCoeff();
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SetSpeed(NewSpeed);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cGhastFireballEntity :
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