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-rw-r--r--src/ChunkMap.cpp197
1 files changed, 0 insertions, 197 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index 92cce9b55..71b8a7a24 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -1020,203 +1020,6 @@ bool cChunkMap::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a
-void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected)
-{
- // Don't explode if outside of Y range (prevents the following test running into unallocated memory):
- if (!cChunkDef::IsValidHeight(FloorC(a_BlockY)))
- {
- return;
- }
-
- bool ShouldDestroyBlocks = true;
-
- // Don't explode if the explosion center is inside a liquid block:
- if (IsBlockLiquid(m_World->GetBlock(FloorC(a_BlockX), FloorC(a_BlockY), FloorC(a_BlockZ))))
- {
- ShouldDestroyBlocks = false;
- }
-
- int ExplosionSizeInt = CeilC(a_ExplosionSize);
- int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
-
- int bx = FloorC(a_BlockX);
- int by = FloorC(a_BlockY);
- int bz = FloorC(a_BlockZ);
-
- int MinY = std::max(FloorC(a_BlockY - ExplosionSizeInt), 0);
- int MaxY = std::min(CeilC(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1);
-
- if (ShouldDestroyBlocks)
- {
- cBlockArea area;
- a_BlocksAffected.reserve(8 * static_cast<size_t>(ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt));
- if (!area.Read(*m_World, bx - ExplosionSizeInt, static_cast<int>(ceil(a_BlockX + ExplosionSizeInt)), MinY, MaxY, bz - ExplosionSizeInt, static_cast<int>(ceil(a_BlockZ + ExplosionSizeInt))))
- {
- return;
- }
-
- for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
- {
- for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
- {
- if ((by + y >= cChunkDef::Height) || (by + y < 0))
- {
- // Outside of the world
- continue;
- }
- for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
- {
- if ((x * x + y * y + z * z) > ExplosionSizeSq)
- {
- // Too far away
- continue;
- }
-
- BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z);
- switch (Block)
- {
- case E_BLOCK_TNT:
- {
- // Activate the TNT, with a random fuse between 10 to 30 game ticks
- int FuseTime = GetRandomProvider().RandInt(10, 30);
- m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime, 1, false); // Initial velocity, no fuse sound
- area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
- a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
- break;
- }
-
- case E_BLOCK_OBSIDIAN:
- case E_BLOCK_BEACON:
- case E_BLOCK_BEDROCK:
- case E_BLOCK_BARRIER:
- case E_BLOCK_WATER:
- case E_BLOCK_LAVA:
- {
- // These blocks are not affected by explosions
- break;
- }
-
- case E_BLOCK_STATIONARY_WATER:
- {
- // Turn into simulated water:
- area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER);
- break;
- }
-
- case E_BLOCK_STATIONARY_LAVA:
- {
- // Turn into simulated lava:
- area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA);
- break;
- }
-
- case E_BLOCK_AIR:
- {
- // No pickups for air
- break;
- }
-
- default:
- {
- auto & Random = GetRandomProvider();
- if (Random.RandBool(0.25)) // 25% chance of pickups
- {
- auto pickups = area.PickupsFromBlock({bx + x, by + y, bz + z});
- m_World->SpawnItemPickups(pickups, bx + x, by + y, bz + z);
- }
- else if ((m_World->GetTNTShrapnelLevel() > slNone) && Random.RandBool(0.20)) // 20% chance of flinging stuff around
- {
- // If the block is shrapnel-able, make a falling block entity out of it:
- if (
- ((m_World->GetTNTShrapnelLevel() == slAll) && cBlockInfo::FullyOccupiesVoxel(Block)) ||
- ((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block == E_BLOCK_SAND) || (Block == E_BLOCK_GRAVEL)))
- )
- {
- m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
- }
- }
-
- // Destroy any block entities
- if (cBlockEntity::IsBlockEntityBlockType(Block))
- {
- Vector3i BlockPos(bx + x, by + y, bz + z);
- DoWithBlockEntityAt(BlockPos.x, BlockPos.y, BlockPos.z, [](cBlockEntity & a_BE)
- {
- a_BE.Destroy();
- return true;
- }
- );
- }
-
- area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
- a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
- break;
- }
- } // switch (BlockType)
- } // for z
- } // for y
- } // for x
- area.Write(*m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt);
- }
-
- Vector3d ExplosionPos{ a_BlockX, a_BlockY, a_BlockZ };
- cBoundingBox bbTNT(ExplosionPos, 0.5, 1);
- bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
-
- ForEachEntity([&](cEntity & a_Entity)
- {
- if (a_Entity.IsPickup() && (a_Entity.GetTicksAlive() < 20))
- {
- // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
- return false;
- }
-
- Vector3d DistanceFromExplosion = a_Entity.GetPosition() - ExplosionPos;
-
- if (!a_Entity.IsTNT() && !a_Entity.IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
- {
- auto EntityBox = a_Entity.GetBoundingBox();
- if (!bbTNT.IsInside(EntityBox)) // If entity box is inside tnt box, not vice versa!
- {
- return false;
- }
-
- // Ensure that the damage dealt is inversely proportional to the distance to the TNT centre - the closer a player is, the harder they are hit
- a_Entity.TakeDamage(dtExplosion, nullptr, static_cast<int>((1 / std::max(1.0, DistanceFromExplosion.Length())) * 8 * ExplosionSizeInt), 0);
- }
-
- float EntityExposure = a_Entity.GetExplosionExposureRate(ExplosionPos, static_cast<float>(a_ExplosionSize));
-
- // Exposure reduced by armor
- EntityExposure = EntityExposure * (1.0f - a_Entity.GetEnchantmentBlastKnockbackReduction());
-
- auto Impact = std::pow(std::max(0.2, DistanceFromExplosion.Length()), -1);
- Impact *= EntityExposure * ExplosionSizeInt * 6.0;
-
- if (Impact > 0.0)
- {
- DistanceFromExplosion.Normalize();
- DistanceFromExplosion *= Vector3d{Impact, 0.0, Impact};
- DistanceFromExplosion.y += 0.3 * Impact;
-
- a_Entity.SetSpeed(DistanceFromExplosion);
- }
-
- return false;
- }
- );
-
- // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
- m_World->GetSimulatorManager()->WakeUp(cCuboid(
- {bx - ExplosionSizeInt - 1, MinY, bz - ExplosionSizeInt - 1},
- {bx + ExplosionSizeInt + 1, MaxY, bz + ExplosionSizeInt + 1}
- ));
-}
-
-
-
-
-
bool cChunkMap::DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback a_Callback) const
{
cCSLock Lock(m_CSChunks);