diff options
Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 37 |
1 files changed, 26 insertions, 11 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index ffba52d54..e695f0ab2 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1834,8 +1834,23 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc. m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); } + else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around + { + if (!cBlockInfo::FullyOccupiesVoxel(Block)) + { + break; + } + else if ((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block != E_BLOCK_SAND) && (Block != E_BLOCK_GRAVEL))) + { + break; + } + m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z)); + } + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + } } // switch (BlockType) } // for z @@ -1848,11 +1863,10 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ public cEntityCallback { public: - cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) : + cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) : m_bbTNT(a_bbTNT), m_ExplosionPos(a_ExplosionPos), - m_ExplosionSize(a_ExplosionSize), - m_ExplosionSizeSq(a_ExplosionSizeSq) + m_ExplosionSize(a_ExplosionSize) { } @@ -1875,14 +1889,16 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ } Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z)); - Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq); // Work out how far we are from the edge of the TNT's explosive effect AbsoluteEntityPos -= m_ExplosionPos; - AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos; - double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize; - FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage); + // All to positive + AbsoluteEntityPos.x = abs(AbsoluteEntityPos.x); + AbsoluteEntityPos.y = abs(AbsoluteEntityPos.y); + AbsoluteEntityPos.z = abs(AbsoluteEntityPos.z); + + double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize; // Clip damage values if (FinalDamage > a_Entity->GetMaxHealth()) @@ -1890,7 +1906,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ else if (FinalDamage < 0) FinalDamage = 0; - if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible + if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible { a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0); } @@ -1900,7 +1916,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ if (distance_explosion.SqrLength() < 4096.0) { distance_explosion.Normalize(); - distance_explosion *= m_ExplosionSizeSq; + distance_explosion *= m_ExplosionSize * m_ExplosionSize; a_Entity->AddSpeed(distance_explosion); } @@ -1912,14 +1928,13 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ cBoundingBox & m_bbTNT; Vector3d m_ExplosionPos; int m_ExplosionSize; - int m_ExplosionSizeSq; }; cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1); bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2); - cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt, ExplosionSizeSq); + cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt); ForEachEntity(TNTDamageCallback); // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391): |