This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
288 lines
8.2 KiB
C++
288 lines
8.2 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.entity.item.h"
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#include "net.minecraft.world.item.enchantment.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.phys.h"
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#include "net.minecraft.world.damagesource.h"
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#include "TilePos.h"
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#include "Explosion.h"
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#include "SoundTypes.h"
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Explosion::Explosion(Level *level, shared_ptr<Entity> source, double x, double y, double z, float r)
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{
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fire = false;
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random = new Random();
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this->level = level;
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this->source = source;
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this->r = r;
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this->x = x;
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this->y = y;
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this->z = z;
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destroyBlocks = true;
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size = 16;
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}
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Explosion::~Explosion()
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{
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delete random;
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for( auto& it : hitPlayers )
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{
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delete it.second;
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}
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}
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void Explosion::explode()
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{
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float oR = r;
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int size = 16;
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for (int xx = 0; xx < size; xx++)
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{
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for (int yy = 0; yy < size; yy++)
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{
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for (int zz = 0; zz < size; zz++)
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{
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if ((xx != 0 && xx != size - 1) && (yy != 0 && yy != size - 1) && (zz != 0 && zz != size - 1)) continue;
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double xd = xx / (size - 1.0f) * 2 - 1;
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double yd = yy / (size - 1.0f) * 2 - 1;
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double zd = zz / (size - 1.0f) * 2 - 1;
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double d = sqrt(xd * xd + yd * yd + zd * zd);
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xd /= d;
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yd /= d;
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zd /= d;
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float remainingPower = r * (0.7f + level->random->nextFloat() * 0.6f);
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double xp = x;
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double yp = y;
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double zp = z;
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float stepSize = 0.3f;
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while (remainingPower > 0)
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{
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int xt = Mth::floor(xp);
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int yt = Mth::floor(yp);
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int zt = Mth::floor(zp);
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int t = level->getTile(xt, yt, zt);
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if (t > 0)
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{
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Tile *tile = Tile::tiles[t];
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float resistance = source != NULL ? source->getTileExplosionResistance(this, level, xt, yt, zt, tile) : tile->getExplosionResistance(source);
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remainingPower -= (resistance + 0.3f) * stepSize;
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}
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if (remainingPower > 0&& (source == NULL || source->shouldTileExplode(this, level, xt, yt, zt, t, remainingPower)))
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{
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toBlow.insert(TilePos(xt, yt, zt));
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}
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xp += xd * stepSize;
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yp += yd * stepSize;
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zp += zd * stepSize;
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remainingPower -= stepSize * 0.75f;
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}
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// if (xd*xd+yd*yd+zd*zd>1) continue;
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}
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}
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}
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r *= 2.0f;
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int x0 = Mth::floor(x - r - 1);
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int x1 = Mth::floor(x + r + 1);
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int y0 = Mth::floor(y - r - 1);
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int y1 = Mth::floor(y + r + 1);
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int z0 = Mth::floor(z - r - 1);
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int z1 = Mth::floor(z + r + 1);
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// Fix for 360 #123866 - [CRASH] TU13: Code: Compliance: Placing the TNT next to Ender Crystals will crash the title after a certain amount of time.
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// If we explode something next to an EnderCrystal then it creates a new explosion that overwrites the shared vector in the level
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// So copy it here instead of directly using the shared one
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vector<shared_ptr<Entity> > *levelEntities = level->getEntities(source, AABB::newTemp(x0, y0, z0, x1, y1, z1));
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vector<shared_ptr<Entity> > entities(levelEntities->begin(), levelEntities->end() );
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Vec3 *center = Vec3::newTemp(x, y, z);
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for ( auto& e : entities )
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{
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// 4J Stu - If the entity is not in a block that would be blown up, then they should not be damaged
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// Fix for #46606 - TU5: Content: Gameplay: The player can be damaged and killed by explosions behind obsidian walls
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bool canDamage = false;
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for ( auto& it2 : toBlow )
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{
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if(e->bb->intersects(it2.x,it2.y,it2.z,it2.x + 1,it2.y + 1,it2.z + 1))
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{
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canDamage = true;
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break;
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}
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}
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double dist = e->distanceTo(x, y, z) / r;
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if (dist <= 1)
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{
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double xa = e->x - x;
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double ya = e->y + e->getHeadHeight() - y;
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double za = e->z - z;
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double da = sqrt(xa * xa + ya * ya + za * za);
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// 4J Stu - Added this check to remove divide by zero errors (or rather the issues caused by
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// the values being set to NaN and used in comparisons a bit later on e.g. fireball)
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if( da == 0 )
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{
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xa = ya = za = 0.0;
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}
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else
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{
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xa /= da;
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ya /= da;
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za /= da;
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}
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double sp = level->getSeenPercent(center, e->bb);
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double pow = (1 - dist) * sp;
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if(canDamage) e->hurt(DamageSource::explosion(this), (int) ((pow * pow + pow) / 2 * 8 * r + 1));
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double kbPower = ProtectionEnchantment::getExplosionKnockbackAfterDampener(e, pow);
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e->xd += xa *kbPower;
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e->yd += ya *kbPower;
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e->zd += za *kbPower;
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if (e->instanceof(eTYPE_PLAYER))
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{
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
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//app.DebugPrintf("Adding player knockback (%f,%f,%f)\n", xa * pow, ya * pow, za * pow);
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hitPlayers.insert( playerVec3Map::value_type( player, Vec3::newPermanent(xa * pow, ya * pow, za * pow)));
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}
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}
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}
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r = oR;
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}
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void Explosion::finalizeExplosion(bool generateParticles, vector<TilePos> *toBlowDirect/*=NULL*/) // 4J - added toBlowDirect parameter
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{
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level->playSound(x, y, z, eSoundType_RANDOM_EXPLODE, 4, (1 + (level->random->nextFloat() - level->random->nextFloat()) * 0.2f) * 0.7f);
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if (r < 2 || !destroyBlocks)
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{
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level->addParticle(eParticleType_largeexplode, x, y, z, 1.0f, 0, 0);
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}
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else
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{
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level->addParticle(eParticleType_hugeexplosion, x, y, z, 1.0f, 0, 0);
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}
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// 4J - use pointer to vector directly passed in if this is available - used to speed up calling this from an incoming packet
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vector<TilePos> *toBlowArray = toBlowDirect ? toBlowDirect : new vector<TilePos>( toBlow.begin(), toBlow.end() );
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if (destroyBlocks)
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{
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//toBlowArray.addAll(toBlow);
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// TODO 4J Stu - Reverse iterator
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PIXBeginNamedEvent(0,"Finalizing explosion size %d",toBlow.size());
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app.DebugPrintf("Finalizing explosion size %d\n",toBlow.size());
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static const int MAX_EXPLODE_PARTICLES = 50;
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// 4J - try and make at most MAX_EXPLODE_PARTICLES pairs of particles
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int fraction = (int)toBlowArray->size() / MAX_EXPLODE_PARTICLES;
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if( fraction == 0 ) fraction = 1;
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size_t j = toBlowArray->size() - 1;
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//for (size_t j = toBlowArray->size() - 1; j >= 0; j--)
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for (auto it = toBlowArray->rbegin(); it != toBlowArray->rend(); ++it)
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{
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TilePos *tp = &(*it); //&toBlowArray->at(j);
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int xt = tp->x;
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int yt = tp->y;
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int zt = tp->z;
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// if (xt >= 0 && yt >= 0 && zt >= 0 && xt < width && yt < depth &&
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// zt < height) {
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int t = level->getTile(xt, yt, zt);
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if (generateParticles)
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{
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if( ( j % fraction ) == 0 )
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{
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double xa = xt + level->random->nextFloat();
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double ya = yt + level->random->nextFloat();
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double za = zt + level->random->nextFloat();
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double xd = xa - x;
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double yd = ya - y;
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double zd = za - z;
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double dd = sqrt(xd * xd + yd * yd + zd * zd);
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xd /= dd;
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yd /= dd;
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zd /= dd;
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double speed = 0.5 / (dd / r + 0.1);
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speed *= (level->random->nextFloat() * level->random->nextFloat() + 0.3f);
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xd *= speed;
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yd *= speed;
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zd *= speed;
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level->addParticle(eParticleType_explode, (xa + x * 1) / 2, (ya + y * 1) / 2, (za + z * 1) / 2, xd, yd, zd);
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level->addParticle(eParticleType_smoke, xa, ya, za, xd, yd, zd);
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}
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}
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if (t > 0)
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{
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Tile *tile = Tile::tiles[t];
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if (tile->dropFromExplosion(this))
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{
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tile->spawnResources(level, xt, yt, zt, level->getData(xt, yt, zt), 1.0f / r, 0);
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}
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level->setTileAndData(xt, yt, zt, 0, 0, Tile::UPDATE_ALL);
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tile->wasExploded(level, xt, yt, zt, this);
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}
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--j;
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}
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}
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if (fire)
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{
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for (auto it = toBlowArray->rbegin(); it != toBlowArray->rend(); ++it)
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{
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TilePos *tp = &(*it); //&toBlowArray->at(j);
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int xt = tp->x;
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int yt = tp->y;
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int zt = tp->z;
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int t = level->getTile(xt, yt, zt);
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int b = level->getTile(xt, yt - 1, zt);
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if (t == 0 && Tile::solid[b] && random->nextInt(3) == 0)
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{
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level->setTileAndUpdate(xt, yt, zt, Tile::fire_Id);
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}
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}
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}
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PIXEndNamedEvent();
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if( toBlowDirect == NULL ) delete toBlowArray;
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}
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Explosion::playerVec3Map *Explosion::getHitPlayers()
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{
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return &hitPlayers;
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}
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Vec3 *Explosion::getHitPlayerKnockback( shared_ptr<Player> player )
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{
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auto it = hitPlayers.find(player);
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if(it == hitPlayers.end() ) return Vec3::newTemp(0.0,0.0,0.0);
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return it->second;
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}
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shared_ptr<LivingEntity> Explosion::getSourceMob()
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{
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if (source == NULL) return nullptr;
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if (source->instanceof(eTYPE_PRIMEDTNT)) return dynamic_pointer_cast<PrimedTnt>(source)->getOwner();
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if (source->instanceof(eTYPE_LIVINGENTITY)) return dynamic_pointer_cast<LivingEntity>(source);
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return nullptr;
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} |