diff options
Diffstat (limited to 'source/Entities/FallingBlock.cpp')
-rw-r--r-- | source/Entities/FallingBlock.cpp | 93 |
1 files changed, 0 insertions, 93 deletions
diff --git a/source/Entities/FallingBlock.cpp b/source/Entities/FallingBlock.cpp deleted file mode 100644 index 9fcd9ac80..000000000 --- a/source/Entities/FallingBlock.cpp +++ /dev/null @@ -1,93 +0,0 @@ -#include "Globals.h" - -#include "FallingBlock.h" -#include "../World.h" -#include "../ClientHandle.h" -#include "../Simulator/SandSimulator.h" -#include "../Chunk.h" - - - - - -cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) : - super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f, 0.98, 0.98), - m_BlockType(a_BlockType), - m_BlockMeta(a_BlockMeta), - m_OriginalPosition(a_BlockPosition) -{ -} - - - - - -void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle) -{ - a_ClientHandle.SendSpawnFallingBlock(*this); -} - - - - - -void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk) -{ - float MilliDt = a_Dt * 0.001f; - AddSpeedY(MilliDt * -9.8f); - AddPosY(GetSpeedY() * MilliDt); - - // GetWorld()->BroadcastTeleportEntity(*this); // Test position - - int BlockX = m_OriginalPosition.x; - int BlockY = (int)(GetPosY() - 0.5); - int BlockZ = m_OriginalPosition.z; - - if (BlockY < 0) - { - // Fallen out of this world, just continue falling until out of sight, then destroy: - if (BlockY < 100) - { - Destroy(true); - } - return; - } - - if (BlockY >= cChunkDef::Height) - { - // Above the world, just wait for it to fall back down - return; - } - - int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width); - BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx); - NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx); - if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta)) - { - // Fallen onto a block that breaks this into pickups (e. g. half-slab) - // Must finish the fall with coords one below the block: - cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta); - Destroy(true); - return; - } - else if (!cSandSimulator::CanContinueFallThrough(BlockBelow)) - { - // Fallen onto a solid block - /* - LOGD( - "Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.", - BlockX, BlockY, BlockZ, - BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width, - ItemTypeToString(BlockBelow).c_str() - ); - */ - - cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta); - Destroy(true); - return; - } -} - - - - |