Files
mcpe/source/world/entity/FallingTile.cpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support

* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.

* * Fix bad GUI scale setup.

* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.

* Add Direct Connect Button and Screen (#30)

* Add Direct Connect Button and Screen

* Remove accidental extra build directories for wasm

* Add DirectConnectScreen.cpp to the CMake

* Use Hungarian coding style notation

* * Fix errors caused by #30

* * Improve the Chat Screen

* * Improve the DirectConnectScreen, among other things.

* * Update the game title once again.

* * Add build-wasm.bat.

* * Add info about compiling for wasm

* * Fix send to specific GUID actually broadcasting to everyone

* * Add command manager.

* * Add writeable configuration.

* * Allow dynamic screen size change on windows

* * Allow the same thing on the emscripten version.

* WIP C++03 + Xbox 360 Support

* Fixed a possible merging issue that broke RakNet?

* Additional Xbox 360 compatability fixes

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
2023-08-07 15:48:52 +03:00

95 lines
1.7 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "FallingTile.hpp"
#include "world/level/Level.hpp"
FallingTile::FallingTile(Level* level) : Entity(level),
field_E0(0)
{
}
FallingTile::FallingTile(Level* level, float x, float y, float z, int id) : Entity(level),
field_E0(0)
{
m_id = id;
field_34 = 1;
setSize(0.98f, 0.98f);
field_84 = field_8C * 0.5f;
setPos(x, y, z);
field_3C.x = x;
field_3C.y = y;
field_3C.z = z;
m_vel.x = 0.0f;
m_vel.y = 0.0f;
m_vel.z = 0.0f;
#if defined(ENH_ALLOW_SAND_GRAVITY)
field_C8 = RENDER_FALLING_TILE;
#endif
}
float FallingTile::getShadowHeightOffs()
{
return 0.0f;
}
bool FallingTile::isPickable()
{
return !m_bRemoved;
}
void FallingTile::tick()
{
if (!m_id)
remove();
field_3C = m_pos;
field_E0++;
m_vel.y -= 0.04f;
move(m_vel.x, m_vel.y, m_vel.z);
m_vel *= 0.98f;
int tileX = Mth::floor(m_pos.x);
int tileY = Mth::floor(m_pos.y);
int tileZ = Mth::floor(m_pos.z);
// if we're inside one of our own tiles, clear it.
// Assumes we started there
if (m_pLevel->getTile(tileX, tileY, tileZ) == m_id)
m_pLevel->setTile(tileX, tileY, tileZ, TILE_AIR);
if (!field_7C)
{
if (field_E0 > 100 && !m_pLevel->field_11)
remove();
return;
}
m_vel.x *= 0.7f;
m_vel.z *= 0.7f;
m_vel.y *= -0.5f;
remove();
if (m_pLevel->mayPlace(m_id, tileX, tileY, tileZ, true))
{
m_pLevel->setTile(tileX, tileY, tileZ, m_id);
}
else
{
// @TODO: spawn resources?
}
}
Level* FallingTile::getLevel()
{
return m_pLevel;
}