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-rw-r--r--src/ChunkMap.cpp67
-rw-r--r--src/World.cpp9
2 files changed, 28 insertions, 48 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index dd8be0631..8ca61e2cf 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -1880,21 +1880,18 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
}
else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
{
- if (!cBlockInfo::FullyOccupiesVoxel(Block))
+ if (
+ ((m_World->GetTNTShrapnelLevel() == slAll) && cBlockInfo::FullyOccupiesVoxel(Block)) ||
+ ((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));
}
- 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.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
- break;
-
+ break;
}
} // switch (BlockType)
} // for z
@@ -1916,51 +1913,31 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
virtual bool Item(cEntity * a_Entity) override
{
- if (a_Entity->IsPickup())
- {
- if (((cPickup *)a_Entity)->GetAge() < 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 EntityPos = a_Entity->GetPosition();
- cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight());
-
- if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
+ 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 AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
-
- // Work out how far we are from the edge of the TNT's explosive effect
- AbsoluteEntityPos -= m_ExplosionPos;
-
- // 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
- FinalDamage = Clamp(FinalDamage, 0.0, (double)a_Entity->GetMaxHealth());
+ Vector3d DistanceFromExplosion = a_Entity->GetPosition() - m_ExplosionPos;
+
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);
- }
+ cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
- // Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
- Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos;
- if (distance_explosion.SqrLength() < 4096.0)
- {
- distance_explosion.Normalize();
- distance_explosion *= m_ExplosionSize * m_ExplosionSize;
+ if (!m_bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa!
+ {
+ return false;
+ }
- a_Entity->AddSpeed(distance_explosion);
+ // 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, NULL, (int)((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0);
}
+
+ // Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
+ DistanceFromExplosion.Normalize();
+ DistanceFromExplosion *= m_ExplosionSize * m_ExplosionSize;
+ a_Entity->AddSpeed(DistanceFromExplosion);
return false;
}
diff --git a/src/World.cpp b/src/World.cpp
index d2213d1e5..c850c50d3 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -1188,24 +1188,26 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
return;
}
- // TODO: Add damage to entities and implement block hardiness
+ // TODO: Implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
BroadcastSoundEffect("random.explode", (double)a_BlockX, (double)a_BlockY, (double)a_BlockZ, 1.0f, 0.6f);
+
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
- if ((ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
+ if (ch == NULL)
{
continue;
}
+
Vector3d distance_explosion = (*itr)->GetPosition() - explosion_pos;
if (distance_explosion.SqrLength() < 4096.0)
{
- double real_distance = std::max(0.004, sqrt(distance_explosion.SqrLength()));
+ double real_distance = std::max(0.004, distance_explosion.Length());
double power = a_ExplosionSize / real_distance;
if (power <= 1)
{
@@ -1217,6 +1219,7 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
}
}
}
+
cPluginManager::Get()->CallHookExploded(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData);
}