Merge branch 'master' into awesometnt
Conflicts: src/ChunkMap.cpp
This commit is contained in:
128
src/ChunkMap.cpp
128
src/ChunkMap.cpp
@@ -1376,8 +1376,9 @@ void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks)
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break;
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}
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case E_BLOCK_LEAVES:
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case E_BLOCK_NEW_LEAVES:
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{
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if (itr->BlockType == E_BLOCK_LOG)
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if ((itr->BlockType == E_BLOCK_LOG) || (itr->BlockType == E_BLOCK_NEW_LOG))
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{
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Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
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}
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@@ -1784,70 +1785,73 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z);
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switch (Block)
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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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double FuseTime = (double)(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(bx + x, by + y, bz + z, E_BLOCK_AIR);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + 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_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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case E_BLOCK_STATIONARY_WATER:
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{
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// Turn into simulated water:
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER);
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break;
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}
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case E_BLOCK_STATIONARY_LAVA:
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{
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// Turn into simulated lava:
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA);
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break;
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}
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case E_BLOCK_AIR:
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{
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// No pickups for air
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break;
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}
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default:
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{
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if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
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case E_BLOCK_TNT:
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{
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cItems Drops;
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cBlockHandler * Handler = BlockHandler(Block);
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Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
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m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
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// Activate the TNT, with a random fuse between 10 to 30 game ticks
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int FuseTime = 10 + m_World->GetTickRandomNumber(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(bx + x, by + y, bz + z, E_BLOCK_AIR);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
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break;
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}
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else if ((m_World->GetTNTShrapnelLevel() > 0) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
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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_LAVA:
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{
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if (!cBlockInfo::FullyOccupiesVoxel(Block))
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{
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break;
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}
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else if ((m_World->GetTNTShrapnelLevel() == 1) && ((Block != E_BLOCK_SAND) && (Block != E_BLOCK_GRAVEL)))
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{
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break;
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}
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m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
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// These blocks are not affected by explosions
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break;
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}
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case E_BLOCK_STATIONARY_WATER:
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{
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// Turn into simulated water:
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER);
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break;
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}
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case E_BLOCK_STATIONARY_LAVA:
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{
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// Turn into simulated lava:
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA);
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break;
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}
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case E_BLOCK_AIR:
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{
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// No pickups for air
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break;
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}
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default:
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{
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if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
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{
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cItems Drops;
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cBlockHandler * Handler = BlockHandler(Block);
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Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
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m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
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}
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else if ((m_World->GetTNTShrapnelLevel() > 0) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
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{
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if (!cBlockInfo::FullyOccupiesVoxel(Block))
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{
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break;
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}
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else if ((m_World->GetTNTShrapnelLevel() == 1) && ((Block != E_BLOCK_SAND) && (Block != E_BLOCK_GRAVEL)))
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{
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break;
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}
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m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
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}
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
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break;
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}
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
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break;
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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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@@ -1902,7 +1906,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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else if (FinalDamage < 0)
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FinalDamage = 0;
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities, they should be invincible
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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{
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a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
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}
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