More TNT fixes.
Chain-reaction TNTs are spawned in proper coordinates (FS #390) Centralized Primed TNT entity spawning and made available to the plugins. Internal changes for better TNT performance. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1604 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -1497,13 +1497,12 @@ 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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void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ, cVector3iArray & a_BlocksAffected)
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{
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cBlockArea area;
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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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a_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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for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
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{
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@@ -1516,43 +1515,42 @@ cVector3iArray * cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX,
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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) < ExplosionSizeSq)
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if ((x * x + y * y + z * z) > ExplosionSizeSq)
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{
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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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// Too far away
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continue;
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}
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}
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}
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}
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area.Write(m_World,a_BlockX - ExplosionSizeInt,a_BlockY - ExplosionSizeInt,a_BlockZ - ExplosionSizeInt);
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return BlocksAffected;
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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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m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime);
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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a_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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a_BlocksAffected.push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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}
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} // switch (BlockType)
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} // for z
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} // for y
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} // for x
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area.Write(m_World, a_BlockX - ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockZ - ExplosionSizeInt);
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}
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