diff --git a/source/BoundingBox.cpp b/source/BoundingBox.cpp index d8a1bc679..02602992e 100644 --- a/source/BoundingBox.cpp +++ b/source/BoundingBox.cpp @@ -243,11 +243,11 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & { // The starting point is inside the bounding box. a_LineCoeff = 0; - a_Face = BLOCK_FACE_YM; // Make it look as the top face was hit, although none really are. + a_Face = BLOCK_FACE_NONE; // No faces hit return true; } - char Face = 0; + char Face = BLOCK_FACE_NONE; double Coeff = Vector3d::NO_INTERSECTION; // Check each individual bbox face for intersection with the line, remember the one with the lowest coeff diff --git a/source/Chunk.cpp b/source/Chunk.cpp index be75eae41..cfdcc783c 100644 --- a/source/Chunk.cpp +++ b/source/Chunk.cpp @@ -1679,9 +1679,9 @@ void cChunk::CollectPickupsByPlayer(cPlayer * a_Player) for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr) { - if (!(*itr)->IsPickup()) + if ((!(*itr)->IsPickup()) && (!(*itr)->IsProjectile())) { - continue; // Only pickups + continue; // Only pickups and projectiles } float DiffX = (float)((*itr)->GetPosX() - PosX ); float DiffY = (float)((*itr)->GetPosY() - PosY ); @@ -1695,7 +1695,14 @@ void cChunk::CollectPickupsByPlayer(cPlayer * a_Player) ); */ MarkDirty(); - (reinterpret_cast(*itr))->CollectedBy( a_Player ); + if ((*itr)->IsPickup()) + { + (reinterpret_cast(*itr))->CollectedBy(a_Player); + } + else + { + (reinterpret_cast(*itr))->CollectedBy(a_Player); + } } else if (SqrDist < 5 * 5) { diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp index 08f46b3d9..c63b9523b 100644 --- a/source/Entities/ProjectileEntity.cpp +++ b/source/Entities/ProjectileEntity.cpp @@ -371,6 +371,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client) +void cProjectileEntity::CollectedBy(cPlayer * a_Dest) +{ + // Overriden in arrow + UNUSED(a_Dest); +} + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cArrowEntity: @@ -378,7 +388,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2), - m_IsCritical(false) + m_IsCritical(false), + m_Timer(0), + m_bIsCollected(false), + m_HitBlockPos(Vector3i(0, 0, 0)) { SetSpeed(a_Speed); SetMass(0.1); @@ -398,7 +411,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), m_PickupState(psInSurvivalOrCreative), m_DamageCoeff(2), - m_IsCritical((a_Force >= 1)) + m_IsCritical((a_Force >= 1)), + m_Timer(0), + m_bIsCollected(false), + m_HitBlockPos(0, 0, 0) { } @@ -424,7 +440,28 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) { + if (a_HitFace == BLOCK_FACE_NONE) + { + return; + } + super::OnHitSolidBlock(a_HitPos, a_HitFace); + int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; + + if (a_HitFace != BLOCK_FACE_YP) + { + AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); + } + else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM + { + a_Y--; + } + else + { + a_Y++; + } + + m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); // Broadcast arrow hit sound m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); @@ -442,7 +479,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { - if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer()) + if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) { // Not an entity that interacts with an arrow return; @@ -455,6 +492,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) } a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); + // Broadcast successful hit sound + m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + Destroy(); } @@ -462,6 +502,67 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) +void cArrowEntity::CollectedBy(cPlayer * a_Dest) +{ + if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest))) + { + int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW); + if (NumAdded > 0) // Only play effects if there was space in inventory + { + m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest); + // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) + m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + m_bIsCollected = true; + } + } +} + + + + + +void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) +{ + super::Tick(a_Dt, a_Chunk); + m_Timer += a_Dt; + + if (m_bIsCollected) + { + if (m_Timer > 500.f) // 0.5 seconds + { + Destroy(); + return; + } + } + else if (m_Timer > 1000 * 60 * 5) // 5 minutes + { + Destroy(); + return; + } + + if (m_IsInGround) + { + int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; + int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; + cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); + + if (Chunk == NULL) + { + // Inside an unloaded chunk, abort + return; + } + + if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? + { + m_IsInGround = false; // Yes, begin simulating physics again + } + } +} + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownEggEntity: diff --git a/source/Entities/ProjectileEntity.h b/source/Entities/ProjectileEntity.h index 547aa174e..359b0241b 100644 --- a/source/Entities/ProjectileEntity.h +++ b/source/Entities/ProjectileEntity.h @@ -53,6 +53,9 @@ public: /// Called by the physics blocktracer when the entity hits another entity virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {} + /// Called by Chunk when the projectile is eligible for player collection + virtual void CollectedBy(cPlayer * a_Dest); + // tolua_begin /// Returns the kind of the projectile (fast class identification) @@ -80,7 +83,7 @@ protected: /// True if the projectile has hit the ground and is stuck there bool m_IsInGround; - + // cEntity overrides: virtual void Tick(float a_Dt, cChunk & a_Chunk) override; virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override; @@ -153,9 +156,20 @@ protected: /// If true, the arrow deals more damage bool m_IsCritical; + /// Timer for pickup collection animation or five minute timeout + float m_Timer; + + /// If true, the arrow is in the process of being collected - don't go to anyone else + bool m_bIsCollected; + + /// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air + Vector3i m_HitBlockPos; + // cProjectileEntity overrides: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override; + virtual void CollectedBy(cPlayer * a_Player) override; + virtual void Tick(float a_Dt, cChunk & a_Chunk) override; // tolua_begin } ; diff --git a/source/Items/ItemBow.h b/source/Items/ItemBow.h index 1c936ef81..79520c074 100644 --- a/source/Items/ItemBow.h +++ b/source/Items/ItemBow.h @@ -72,7 +72,7 @@ public: return; } a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow); - a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((Arrow->GetUniqueID() * 23) % 32)) / 64)); + a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, Force); if (!a_Player->IsGameModeCreative()) { diff --git a/source/Protocol/Protocol132.cpp b/source/Protocol/Protocol132.cpp index 53159a3b3..22eac4312 100644 --- a/source/Protocol/Protocol132.cpp +++ b/source/Protocol/Protocol132.cpp @@ -392,9 +392,9 @@ void cProtocol132::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_Src cCSLock Lock(m_CSPacket); WriteByte(PACKET_SOUND_PARTICLE_EFFECT); WriteInt (a_EffectID); - WriteInt (a_SrcX / 8); - WriteByte(a_SrcY / 8); - WriteInt (a_SrcZ / 8); + WriteInt (a_SrcX); + WriteByte(a_SrcY); + WriteInt (a_SrcZ); WriteInt (a_Data); Flush(); } diff --git a/source/Protocol/Protocol14x.cpp b/source/Protocol/Protocol14x.cpp index ba9d7c01a..d2582458b 100644 --- a/source/Protocol/Protocol14x.cpp +++ b/source/Protocol/Protocol14x.cpp @@ -109,9 +109,9 @@ void cProtocol142::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_Src cCSLock Lock(m_CSPacket); WriteByte(PACKET_SOUND_PARTICLE_EFFECT); WriteInt (a_EffectID); - WriteInt (a_SrcX / 8); - WriteByte(a_SrcY / 8); - WriteInt (a_SrcZ / 8); + WriteInt (a_SrcX); + WriteByte(a_SrcY); + WriteInt (a_SrcZ); WriteInt (a_Data); WriteBool(0); Flush(); diff --git a/source/Protocol/Protocol17x.cpp b/source/Protocol/Protocol17x.cpp index d580be23b..2ccf9230f 100644 --- a/source/Protocol/Protocol17x.cpp +++ b/source/Protocol/Protocol17x.cpp @@ -820,9 +820,13 @@ void cProtocol172::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_Bloc void cProtocol172::SendWeather(eWeather a_Weather) { - cPacketizer Pkt(*this, 0x2b); // Change Game State packet - Pkt.WriteByte((a_Weather == wSunny) ? 2 : 1); // begin rain / end rain - Pkt.WriteFloat(0); // unused + { + cPacketizer Pkt(*this, 0x2b); // Change Game State packet + Pkt.WriteByte((a_Weather == wSunny) ? 1 : 2); // End rain / begin rain + Pkt.WriteFloat(0); // Unused for weather + } + + // TODO: Fade effect, somehow } diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp index 9374bbab3..66954092d 100644 --- a/source/Simulator/FloodyFluidSimulator.cpp +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -224,9 +224,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i ItemTypeToString(NewBlock).c_str() ); a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); - - // TODO: Sound effect - + m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f); return; } } @@ -240,9 +238,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str() ); a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); - - // TODO: Sound effect - + m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f); return; } }