8821c476bb
The equipment-getting functions return a copy already, so we can't take a pointer, really.
2013 lines
42 KiB
C++
2013 lines
42 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Entity.h"
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#include "../World.h"
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#include "../Server.h"
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#include "../Root.h"
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#include "../Matrix4.h"
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#include "../ClientHandle.h"
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#include "../Chunk.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Bindings/PluginManager.h"
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#include "../Tracer.h"
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#include "Player.h"
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#include "Items/ItemHandler.h"
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#include "../FastRandom.h"
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int cEntity::m_EntityCount = 0;
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cCriticalSection cEntity::m_CSCount;
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cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height)
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: m_UniqueID(0)
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, m_Health(1)
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, m_MaxHealth(1)
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, m_AttachedTo(NULL)
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, m_Attachee(NULL)
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, m_bDirtyHead(true)
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, m_bDirtyOrientation(true)
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, m_bHasSentNoSpeed(true)
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, m_bOnGround(false)
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, m_Gravity(-9.81f)
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, m_LastPos(a_X, a_Y, a_Z)
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, m_IsInitialized(false)
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, m_WorldTravellingFrom(NULL)
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, m_EntityType(a_EntityType)
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, m_World(NULL)
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, m_IsFireproof(false)
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, m_TicksSinceLastBurnDamage(0)
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, m_TicksSinceLastLavaDamage(0)
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, m_TicksSinceLastFireDamage(0)
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, m_TicksLeftBurning(0)
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, m_TicksSinceLastVoidDamage(0)
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, m_IsSwimming(false)
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, m_IsSubmerged(false)
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, m_AirLevel(0)
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, m_AirTickTimer(0)
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, m_TicksAlive(0)
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, m_HeadYaw(0.0)
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, m_Rot(0.0, 0.0, 0.0)
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, m_Pos(a_X, a_Y, a_Z)
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, m_WaterSpeed(0, 0, 0)
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, m_Mass (0.001) // Default 1g
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, m_Width(a_Width)
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, m_Height(a_Height)
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, m_InvulnerableTicks(0)
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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m_UniqueID = m_EntityCount;
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}
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cEntity::~cEntity()
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{
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// Before deleting, the entity needs to have been removed from the world, if ever added
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ASSERT((m_World == NULL) || !m_World->HasEntity(m_UniqueID));
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/*
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// DEBUG:
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos.x, m_Pos.y, m_Pos.z,
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(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
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this
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);
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*/
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if (m_AttachedTo != NULL)
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{
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Detach();
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}
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if (m_Attachee != NULL)
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{
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m_Attachee->Detach();
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}
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if (m_IsInitialized)
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{
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LOGWARNING("ERROR: Entity deallocated without being destroyed");
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ASSERT(!"Entity deallocated without being destroyed or unlinked");
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}
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}
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const char * cEntity::GetClass(void) const
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{
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return "cEntity";
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}
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const char * cEntity::GetClassStatic(void)
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{
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return "cEntity";
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}
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const char * cEntity::GetParentClass(void) const
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{
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return "";
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}
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bool cEntity::Initialize(cWorld & a_World)
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{
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if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this))
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{
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return false;
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}
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/*
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// DEBUG:
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LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
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m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
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);
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*/
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m_IsInitialized = true;
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m_World = &a_World;
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m_World->AddEntity(this);
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cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this);
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// Spawn the entity on the clients:
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a_World.BroadcastSpawnEntity(*this);
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return true;
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}
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void cEntity::WrapHeadYaw(void)
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{
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m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw);
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}
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void cEntity::WrapRotation(void)
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{
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m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
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m_Rot.y = NormalizeAngleDegrees(m_Rot.y);
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}
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void cEntity::WrapSpeed(void)
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{
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m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
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m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
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m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
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}
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void cEntity::Destroy(bool a_ShouldBroadcast)
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{
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if (!m_IsInitialized)
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{
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return;
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}
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if (a_ShouldBroadcast)
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{
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m_World->BroadcastDestroyEntity(*this);
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}
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m_IsInitialized = false;
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Destroyed();
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}
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void cEntity::TakeDamage(cEntity & a_Attacker)
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{
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int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
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TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
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}
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void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
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{
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int FinalDamage = a_RawDamage - GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
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cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
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}
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void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount)
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{
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TakeDamageInfo TDI;
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TDI.DamageType = a_DamageType;
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TDI.Attacker = a_Attacker;
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TDI.RawDamage = a_RawDamage;
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TDI.FinalDamage = a_FinalDamage;
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Vector3d Heading(0, 0, 0);
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if (a_Attacker != NULL)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
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Heading.y = 1.6;
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}
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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}
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void cEntity::SetYawFromSpeed(void)
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{
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const double EPS = 0.0000001;
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if ((abs(m_Speed.x) < EPS) && (abs(m_Speed.z) < EPS))
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{
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// atan2() may overflow or is undefined, pick any number
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SetYaw(0);
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return;
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}
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SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / PI);
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}
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void cEntity::SetPitchFromSpeed(void)
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{
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const double EPS = 0.0000001;
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double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
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if ((abs(xz) < EPS) && (abs(m_Speed.y) < EPS))
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{
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// atan2() may overflow or is undefined, pick any number
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SetPitch(0);
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return;
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}
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SetPitch(atan2(m_Speed.y, xz) * 180 / PI);
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}
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bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (m_Health <= 0)
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{
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// Can't take damage if already dead
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return false;
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}
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if (m_InvulnerableTicks > 0)
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{
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// Entity is invulnerable
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return false;
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}
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if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
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{
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return false;
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}
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
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{
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cPlayer * Player = (cPlayer *)a_TDI.Attacker;
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Player->GetEquippedItem().GetHandler()->OnEntityAttack(Player, this);
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// IsOnGround() only is false if the player is moving downwards
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// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;
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int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness);
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int SmiteLevel = Enchantments.GetLevel(cEnchantments::enchSmite);
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int BaneOfArthropodsLevel = Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods);
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if (SharpnessLevel > 0)
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{
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a_TDI.FinalDamage += (int)ceil(1.25 * SharpnessLevel);
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}
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else if (SmiteLevel > 0)
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{
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if (IsMob())
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{
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cMonster * Monster = (cMonster *)this;
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switch (Monster->GetMobType())
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{
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case cMonster::mtSkeleton:
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case cMonster::mtZombie:
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case cMonster::mtWither:
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case cMonster::mtZombiePigman:
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{
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a_TDI.FinalDamage += (int)ceil(2.5 * SmiteLevel);
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break;
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}
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}
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}
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}
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else if (BaneOfArthropodsLevel > 0)
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{
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if (IsMob())
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{
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cMonster * Monster = (cMonster *)this;
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switch (Monster->GetMobType())
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{
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case cMonster::mtSpider:
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case cMonster::mtCaveSpider:
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case cMonster::mtSilverfish:
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{
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a_TDI.RawDamage += (int)ceil(2.5 * BaneOfArthropodsLevel);
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// TODO: Add slowness effect
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break;
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};
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default: break;
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}
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}
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}
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int FireAspectLevel = Enchantments.GetLevel(cEnchantments::enchFireAspect);
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if (FireAspectLevel > 0)
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{
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int BurnTicks = 3;
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if (FireAspectLevel > 1)
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{
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BurnTicks += 4 * (FireAspectLevel - 1);
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}
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if (!IsMob() && !IsSubmerged() && !IsSwimming())
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{
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StartBurning(BurnTicks * 20);
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}
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else if (IsMob() && !IsSubmerged() && !IsSwimming())
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{
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cMonster * Monster = (cMonster *)this;
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switch (Monster->GetMobType())
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{
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case cMonster::mtGhast:
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case cMonster::mtZombiePigman:
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case cMonster::mtMagmaCube:
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{
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break;
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};
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default: StartBurning(BurnTicks * 20);
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}
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}
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}
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int ThornsLevel = 0;
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const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
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for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
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{
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const cItem & Item = ArmorItems[i];
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ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
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}
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if (ThornsLevel > 0)
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{
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int Chance = ThornsLevel * 15;
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cFastRandom Random;
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int RandomValue = Random.GenerateRandomInteger(0, 100);
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if (RandomValue <= Chance)
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{
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a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.GenerateRandomInteger(1, 4), 0);
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}
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}
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if (!Player->IsOnGround())
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{
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if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
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{
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a_TDI.FinalDamage += 2;
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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}
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}
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Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
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}
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if (IsPlayer())
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{
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double TotalEPF = 0.0;
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double EPFProtection = 0.00;
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double EPFFireProtection = 0.00;
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double EPFBlastProtection = 0.00;
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double EPFProjectileProtection = 0.00;
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double EPFFeatherFalling = 0.00;
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const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
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for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
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{
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const cItem & Item = ArmorItems[i];
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int Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProtection);
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if (Level > 0)
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{
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EPFProtection += (6 + Level * Level) * 0.75 / 3;
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}
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection);
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if (Level > 0)
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{
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EPFFireProtection += (6 + Level * Level) * 1.25 / 3;
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}
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling);
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if (Level > 0)
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{
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EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3;
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}
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
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if (Level > 0)
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{
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EPFBlastProtection += (6 + Level * Level) * 1.5 / 3;
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}
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection);
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if (Level > 0)
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{
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EPFProjectileProtection += (6 + Level * Level) * 1.5 / 3;
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}
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}
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TotalEPF = EPFProtection + EPFFireProtection + EPFFeatherFalling + EPFBlastProtection + EPFProjectileProtection;
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EPFProtection = EPFProtection / TotalEPF;
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EPFFireProtection = EPFFireProtection / TotalEPF;
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EPFFeatherFalling = EPFFeatherFalling / TotalEPF;
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EPFBlastProtection = EPFBlastProtection / TotalEPF;
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EPFProjectileProtection = EPFProjectileProtection / TotalEPF;
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if (TotalEPF > 25)
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{
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TotalEPF = 25;
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}
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cFastRandom Random;
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float RandomValue = Random.GenerateRandomInteger(50, 100) * 0.01f;
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TotalEPF = ceil(TotalEPF * RandomValue);
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if (TotalEPF > 20)
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{
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TotalEPF = 20;
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}
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EPFProtection = TotalEPF * EPFProtection;
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EPFFireProtection = TotalEPF * EPFFireProtection;
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EPFFeatherFalling = TotalEPF * EPFFeatherFalling;
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EPFBlastProtection = TotalEPF * EPFBlastProtection;
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EPFProjectileProtection = TotalEPF * EPFProjectileProtection;
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int RemovedDamage = 0;
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if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtAdmin))
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{
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RemovedDamage += (int)ceil(EPFProtection * 0.04 * a_TDI.FinalDamage);
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}
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if ((a_TDI.DamageType == dtFalling) || (a_TDI.DamageType == dtFall) || (a_TDI.DamageType == dtEnderPearl))
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{
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RemovedDamage += (int)ceil(EPFFeatherFalling * 0.04 * a_TDI.FinalDamage);
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}
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if (a_TDI.DamageType == dtBurning)
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{
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RemovedDamage += (int)ceil(EPFFireProtection * 0.04 * a_TDI.FinalDamage);
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}
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if (a_TDI.DamageType == dtExplosion)
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{
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RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
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}
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if (a_TDI.DamageType == dtProjectile)
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{
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RemovedDamage += (int)ceil(EPFBlastProtection * 0.04 * a_TDI.FinalDamage);
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}
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if (a_TDI.FinalDamage < RemovedDamage)
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{
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RemovedDamage = 0;
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}
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a_TDI.FinalDamage -= RemovedDamage;
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}
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m_Health -= (short)a_TDI.FinalDamage;
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// TODO: Apply damage to armor
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m_Health = std::max(m_Health, 0);
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// Add knockback:
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if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL))
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{
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int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment
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if (KnockbackLevel < 1)
|
|
{
|
|
// We support punch on swords and vice versa! :)
|
|
KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch);
|
|
}
|
|
|
|
Vector3d AdditionalSpeed(0, 0, 0);
|
|
switch (KnockbackLevel)
|
|
{
|
|
case 1: AdditionalSpeed.Set(5, 0.3, 5); break;
|
|
case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
|
|
default: break;
|
|
}
|
|
AddSpeed(a_TDI.Knockback + AdditionalSpeed);
|
|
}
|
|
|
|
m_World->BroadcastEntityStatus(*this, esGenericHurt);
|
|
|
|
m_InvulnerableTicks = 10;
|
|
|
|
if (m_Health <= 0)
|
|
{
|
|
KilledBy(a_TDI);
|
|
|
|
if (a_TDI.Attacker != NULL)
|
|
{
|
|
a_TDI.Attacker->Killed(this);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
|
|
{
|
|
// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
|
|
// Ref: http://www.minecraftwiki.net/wiki/Damage#Dealing_damage as of 2012_12_20
|
|
switch (this->GetEquippedWeapon().m_ItemType)
|
|
{
|
|
case E_ITEM_WOODEN_SWORD: return 4;
|
|
case E_ITEM_GOLD_SWORD: return 4;
|
|
case E_ITEM_STONE_SWORD: return 5;
|
|
case E_ITEM_IRON_SWORD: return 6;
|
|
case E_ITEM_DIAMOND_SWORD: return 7;
|
|
|
|
case E_ITEM_WOODEN_AXE: return 3;
|
|
case E_ITEM_GOLD_AXE: return 3;
|
|
case E_ITEM_STONE_AXE: return 4;
|
|
case E_ITEM_IRON_AXE: return 5;
|
|
case E_ITEM_DIAMOND_AXE: return 6;
|
|
|
|
case E_ITEM_WOODEN_PICKAXE: return 2;
|
|
case E_ITEM_GOLD_PICKAXE: return 2;
|
|
case E_ITEM_STONE_PICKAXE: return 3;
|
|
case E_ITEM_IRON_PICKAXE: return 4;
|
|
case E_ITEM_DIAMOND_PICKAXE: return 5;
|
|
|
|
case E_ITEM_WOODEN_SHOVEL: return 1;
|
|
case E_ITEM_GOLD_SHOVEL: return 1;
|
|
case E_ITEM_STONE_SHOVEL: return 2;
|
|
case E_ITEM_IRON_SHOVEL: return 3;
|
|
case E_ITEM_DIAMOND_SHOVEL: return 4;
|
|
}
|
|
// All other equipped items give a damage of 1:
|
|
return 1;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
|
|
{
|
|
// Ref.: http://www.minecraftwiki.net/wiki/Armor#Effects as of 2012_12_20
|
|
switch (a_DamageType)
|
|
{
|
|
case dtOnFire:
|
|
case dtSuffocating:
|
|
case dtDrowning: // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
|
|
case dtStarving:
|
|
case dtInVoid:
|
|
case dtPoisoning:
|
|
case dtWithering:
|
|
case dtPotionOfHarming:
|
|
case dtFalling:
|
|
case dtLightning:
|
|
case dtPlugin:
|
|
{
|
|
return false;
|
|
}
|
|
|
|
case dtAttack:
|
|
case dtArrowAttack:
|
|
case dtCactusContact:
|
|
case dtLavaContact:
|
|
case dtFireContact:
|
|
case dtEnderPearl:
|
|
case dtExplosion:
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
ASSERT(!"Invalid damage type!");
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
|
|
{
|
|
// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
|
|
|
|
// Filter out damage types that are not protected by armor:
|
|
if (!ArmorCoversAgainst(a_DamageType)) return 0;
|
|
|
|
// Add up all armor points:
|
|
// Ref.: http://www.minecraftwiki.net/wiki/Armor#Defense_points as of 2012_12_20
|
|
int ArmorValue = 0;
|
|
switch (GetEquippedHelmet().m_ItemType)
|
|
{
|
|
case E_ITEM_LEATHER_CAP: ArmorValue += 1; break;
|
|
case E_ITEM_GOLD_HELMET: ArmorValue += 2; break;
|
|
case E_ITEM_CHAIN_HELMET: ArmorValue += 2; break;
|
|
case E_ITEM_IRON_HELMET: ArmorValue += 2; break;
|
|
case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; break;
|
|
}
|
|
switch (GetEquippedChestplate().m_ItemType)
|
|
{
|
|
case E_ITEM_LEATHER_TUNIC: ArmorValue += 3; break;
|
|
case E_ITEM_GOLD_CHESTPLATE: ArmorValue += 5; break;
|
|
case E_ITEM_CHAIN_CHESTPLATE: ArmorValue += 5; break;
|
|
case E_ITEM_IRON_CHESTPLATE: ArmorValue += 6; break;
|
|
case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; break;
|
|
}
|
|
switch (GetEquippedLeggings().m_ItemType)
|
|
{
|
|
case E_ITEM_LEATHER_PANTS: ArmorValue += 2; break;
|
|
case E_ITEM_GOLD_LEGGINGS: ArmorValue += 3; break;
|
|
case E_ITEM_CHAIN_LEGGINGS: ArmorValue += 4; break;
|
|
case E_ITEM_IRON_LEGGINGS: ArmorValue += 5; break;
|
|
case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; break;
|
|
}
|
|
switch (GetEquippedBoots().m_ItemType)
|
|
{
|
|
case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
|
|
case E_ITEM_GOLD_BOOTS: ArmorValue += 1; break;
|
|
case E_ITEM_CHAIN_BOOTS: ArmorValue += 1; break;
|
|
case E_ITEM_IRON_BOOTS: ArmorValue += 2; break;
|
|
case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; break;
|
|
}
|
|
|
|
// TODO: Special armor cases, such as wool, saddles, dog's collar
|
|
// Ref.: http://www.minecraftwiki.net/wiki/Armor#Mob_armor as of 2012_12_20
|
|
|
|
// Now ArmorValue is in [0, 20] range, which corresponds to [0, 80%] protection. Calculate the hitpoints from that:
|
|
return a_Damage * (ArmorValue * 4) / 100;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
|
|
{
|
|
// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
|
|
|
|
// TODO: Enchantments
|
|
return 1;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::KilledBy(TakeDamageInfo & a_TDI)
|
|
{
|
|
m_Health = 0;
|
|
|
|
cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_TDI.Attacker, a_TDI);
|
|
|
|
if (m_Health > 0)
|
|
{
|
|
// Plugin wants to 'unkill' the pawn. Abort
|
|
return;
|
|
}
|
|
|
|
// Drop loot:
|
|
cItems Drops;
|
|
GetDrops(Drops, a_TDI.Attacker);
|
|
m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ());
|
|
|
|
m_World->BroadcastEntityStatus(*this, esGenericDead);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::Heal(int a_HitPoints)
|
|
{
|
|
m_Health += a_HitPoints;
|
|
m_Health = std::min(m_Health, m_MaxHealth);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetHealth(int a_Health)
|
|
{
|
|
m_Health = Clamp(a_Health, 0, m_MaxHealth);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
|
|
{
|
|
m_TicksAlive++;
|
|
|
|
if (m_InvulnerableTicks > 0)
|
|
{
|
|
m_InvulnerableTicks--;
|
|
}
|
|
|
|
if (m_AttachedTo != NULL)
|
|
{
|
|
Vector3d DeltaPos = m_Pos - m_AttachedTo->GetPosition();
|
|
if (DeltaPos.Length() > 0.5)
|
|
{
|
|
SetPosition(m_AttachedTo->GetPosition());
|
|
|
|
if (IsPlayer())
|
|
{
|
|
cPlayer * Player = (cPlayer *)this;
|
|
Player->UpdateMovementStats(DeltaPos);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!a_Chunk.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Position changed -> super::Tick() called
|
|
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)
|
|
|
|
TickBurning(*NextChunk);
|
|
|
|
if (GetPosY() < VOID_BOUNDARY)
|
|
{
|
|
TickInVoid(*NextChunk);
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastVoidDamage = 0;
|
|
}
|
|
|
|
if (IsMob() || IsPlayer() || IsPickup() || IsExpOrb())
|
|
{
|
|
DetectCacti();
|
|
}
|
|
if (IsMob() || IsPlayer())
|
|
{
|
|
// Set swimming state
|
|
SetSwimState(*NextChunk);
|
|
|
|
// Handle drowning
|
|
HandleAir();
|
|
}
|
|
|
|
if (!DetectPortal()) // Our chunk is invalid if we have moved to another world
|
|
{
|
|
// None of the above functions changed position, we remain in the chunk of NextChunk
|
|
HandlePhysics(a_Dt, *NextChunk);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
|
|
{
|
|
int BlockX = POSX_TOINT;
|
|
int BlockY = POSY_TOINT;
|
|
int BlockZ = POSZ_TOINT;
|
|
|
|
// Position changed -> super::HandlePhysics() called
|
|
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ)
|
|
|
|
// TODO Add collision detection with entities.
|
|
a_Dt /= 1000; // Convert from msec to sec
|
|
Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ());
|
|
Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ());
|
|
|
|
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
|
|
{
|
|
// Outside of the world
|
|
AddSpeedY(m_Gravity * a_Dt);
|
|
AddPosition(GetSpeed() * a_Dt);
|
|
return;
|
|
}
|
|
|
|
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
|
|
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
|
|
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ);
|
|
BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
|
|
if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
|
|
{
|
|
if (m_bOnGround) // check if it's still on the ground
|
|
{
|
|
if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
|
|
{
|
|
m_bOnGround = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Push out entity.
|
|
BLOCKTYPE GotBlock;
|
|
|
|
static const struct
|
|
{
|
|
int x, y, z;
|
|
} gCrossCoords[] =
|
|
{
|
|
{ 1, 0, 0},
|
|
{-1, 0, 0},
|
|
{ 0, 0, 1},
|
|
{ 0, 0, -1},
|
|
} ;
|
|
|
|
bool IsNoAirSurrounding = true;
|
|
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
|
|
{
|
|
if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
|
|
{
|
|
// The pickup is too close to an unloaded chunk, bail out of any physics handling
|
|
return;
|
|
}
|
|
if (!cBlockInfo::IsSolid(GotBlock))
|
|
{
|
|
NextPos.x += gCrossCoords[i].x;
|
|
NextPos.z += gCrossCoords[i].z;
|
|
IsNoAirSurrounding = false;
|
|
break;
|
|
}
|
|
} // for i - gCrossCoords[]
|
|
|
|
if (IsNoAirSurrounding)
|
|
{
|
|
NextPos.y += 0.5;
|
|
}
|
|
|
|
m_bOnGround = true;
|
|
|
|
/*
|
|
// DEBUG:
|
|
LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
|
|
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
|
|
);
|
|
*/
|
|
}
|
|
|
|
if (!m_bOnGround)
|
|
{
|
|
float fallspeed;
|
|
if (IsBlockWater(BlockIn))
|
|
{
|
|
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
|
|
}
|
|
else if (BlockIn == E_BLOCK_COBWEB)
|
|
{
|
|
NextSpeed.y *= 0.05; // Reduce overall falling speed
|
|
fallspeed = 0; // No falling.
|
|
}
|
|
else
|
|
{
|
|
// Normal gravity
|
|
fallspeed = m_Gravity * a_Dt;
|
|
}
|
|
NextSpeed.y += fallspeed;
|
|
}
|
|
|
|
// Friction
|
|
if (NextSpeed.SqrLength() > 0.0004f)
|
|
{
|
|
NextSpeed.x *= 0.7f / (1 + a_Dt);
|
|
if (fabs(NextSpeed.x) < 0.05)
|
|
{
|
|
NextSpeed.x = 0;
|
|
}
|
|
NextSpeed.z *= 0.7f / (1 + a_Dt);
|
|
if (fabs(NextSpeed.z) < 0.05)
|
|
{
|
|
NextSpeed.z = 0;
|
|
}
|
|
}
|
|
|
|
// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
|
|
// might have different speed modifiers according to terrain.
|
|
if (BlockIn == E_BLOCK_COBWEB)
|
|
{
|
|
NextSpeed.x *= 0.25;
|
|
NextSpeed.z *= 0.25;
|
|
}
|
|
|
|
// Get water direction
|
|
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
|
|
|
|
m_WaterSpeed *= 0.9f; // Reduce speed each tick
|
|
|
|
switch (WaterDir)
|
|
{
|
|
case X_PLUS:
|
|
m_WaterSpeed.x = 0.2f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case X_MINUS:
|
|
m_WaterSpeed.x = -0.2f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_PLUS:
|
|
m_WaterSpeed.z = 0.2f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_MINUS:
|
|
m_WaterSpeed.z = -0.2f;
|
|
m_bOnGround = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (fabs(m_WaterSpeed.x) < 0.05)
|
|
{
|
|
m_WaterSpeed.x = 0;
|
|
}
|
|
|
|
if (fabs(m_WaterSpeed.z) < 0.05)
|
|
{
|
|
m_WaterSpeed.z = 0;
|
|
}
|
|
|
|
NextSpeed += m_WaterSpeed;
|
|
|
|
if (NextSpeed.SqrLength() > 0.f)
|
|
{
|
|
cTracer Tracer(GetWorld());
|
|
// Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse
|
|
int DistanceToTrace = (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2);
|
|
bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace);
|
|
|
|
if (HasHit)
|
|
{
|
|
// Oh noez! We hit something: verify that the (hit position - current) was smaller or equal to the (position that we should travel without obstacles - current)
|
|
// This is because previously, we traced with a length that was rounded up (due to integer limitations), and in the case that something was hit, we don't want to overshoot our projected movement
|
|
if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength())
|
|
{
|
|
// Block hit was within our projected path
|
|
// Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1.
|
|
// For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
|
|
if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
|
|
if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
|
|
if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
|
|
|
|
if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground
|
|
{
|
|
m_bOnGround = true;
|
|
}
|
|
|
|
// Now, set our position to the hit block (i.e. move part way along our intended trajectory)
|
|
NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z);
|
|
NextPos.x += Tracer.HitNormal.x * 0.1;
|
|
NextPos.y += Tracer.HitNormal.y * 0.05;
|
|
NextPos.z += Tracer.HitNormal.z * 0.1;
|
|
}
|
|
else
|
|
{
|
|
// We have hit a block but overshot our intended trajectory, move normally, safe in the warm cocoon of knowledge that we won't appear to teleport forwards on clients,
|
|
// and that this piece of software will come to be hailed as the epitome of performance and functionality in C++, never before seen, and of such a like that will never
|
|
// be henceforth seen again in the time of programmers and man alike
|
|
// </&sensationalist>
|
|
NextPos += (NextSpeed * a_Dt);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We didn't hit anything, so move =]
|
|
NextPos += (NextSpeed * a_Dt);
|
|
}
|
|
}
|
|
|
|
SetPosition(NextPos);
|
|
SetSpeed(NextSpeed);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TickBurning(cChunk & a_Chunk)
|
|
{
|
|
// Remember the current burning state:
|
|
bool HasBeenBurning = (m_TicksLeftBurning > 0);
|
|
|
|
if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT))
|
|
{
|
|
if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
|
|
{
|
|
m_TicksLeftBurning = 0;
|
|
}
|
|
}
|
|
|
|
// Do the burning damage:
|
|
if (m_TicksLeftBurning > 0)
|
|
{
|
|
m_TicksSinceLastBurnDamage++;
|
|
if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE)
|
|
{
|
|
if (!m_IsFireproof)
|
|
{
|
|
TakeDamage(dtOnFire, NULL, BURN_DAMAGE, 0);
|
|
}
|
|
m_TicksSinceLastBurnDamage = 0;
|
|
}
|
|
m_TicksLeftBurning--;
|
|
}
|
|
|
|
// Update the burning times, based on surroundings:
|
|
int MinRelX = (int)floor(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int MaxRelX = (int)floor(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int MinRelZ = (int)floor(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
int MaxRelZ = (int)floor(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
int MinY = std::max(0, std::min(cChunkDef::Height - 1, POSY_TOINT));
|
|
int MaxY = std::max(0, std::min(cChunkDef::Height - 1, (int)ceil (GetPosY() + m_Height)));
|
|
bool HasWater = false;
|
|
bool HasLava = false;
|
|
bool HasFire = false;
|
|
|
|
for (int x = MinRelX; x <= MaxRelX; x++)
|
|
{
|
|
for (int z = MinRelZ; z <= MaxRelZ; z++)
|
|
{
|
|
int RelX = x;
|
|
int RelZ = z;
|
|
|
|
for (int y = MinY; y <= MaxY; y++)
|
|
{
|
|
BLOCKTYPE Block;
|
|
a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block);
|
|
|
|
switch (Block)
|
|
{
|
|
case E_BLOCK_FIRE:
|
|
{
|
|
HasFire = true;
|
|
break;
|
|
}
|
|
case E_BLOCK_LAVA:
|
|
case E_BLOCK_STATIONARY_LAVA:
|
|
{
|
|
HasLava = true;
|
|
break;
|
|
}
|
|
case E_BLOCK_STATIONARY_WATER:
|
|
case E_BLOCK_WATER:
|
|
{
|
|
HasWater = true;
|
|
break;
|
|
}
|
|
} // switch (BlockType)
|
|
} // for y
|
|
} // for z
|
|
} // for x
|
|
|
|
if (HasWater)
|
|
{
|
|
// Extinguish the fire
|
|
m_TicksLeftBurning = 0;
|
|
}
|
|
|
|
if (HasLava)
|
|
{
|
|
// Burn:
|
|
m_TicksLeftBurning = BURN_TICKS;
|
|
|
|
// Periodically damage:
|
|
m_TicksSinceLastLavaDamage++;
|
|
if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE)
|
|
{
|
|
if (!m_IsFireproof)
|
|
{
|
|
TakeDamage(dtLavaContact, NULL, LAVA_DAMAGE, 0);
|
|
}
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
}
|
|
|
|
if (HasFire)
|
|
{
|
|
// Burn:
|
|
m_TicksLeftBurning = BURN_TICKS;
|
|
|
|
// Periodically damage:
|
|
m_TicksSinceLastFireDamage++;
|
|
if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
|
|
{
|
|
if (!m_IsFireproof)
|
|
{
|
|
TakeDamage(dtFireContact, NULL, FIRE_DAMAGE, 0);
|
|
}
|
|
m_TicksSinceLastFireDamage = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastFireDamage = 0;
|
|
}
|
|
|
|
// If just started / finished burning, notify descendants:
|
|
if ((m_TicksLeftBurning > 0) && !HasBeenBurning)
|
|
{
|
|
OnStartedBurning();
|
|
}
|
|
else if ((m_TicksLeftBurning <= 0) && HasBeenBurning)
|
|
{
|
|
OnFinishedBurning();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TickInVoid(cChunk & a_Chunk)
|
|
{
|
|
if (m_TicksSinceLastVoidDamage == 20)
|
|
{
|
|
TakeDamage(dtInVoid, NULL, 2, 0);
|
|
m_TicksSinceLastVoidDamage = 0;
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastVoidDamage++;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::DetectCacti(void)
|
|
{
|
|
int X = POSX_TOINT, Y = POSY_TOINT, Z = POSZ_TOINT;
|
|
double w = m_Width / 2;
|
|
if (
|
|
((Y > 0) && (Y < cChunkDef::Height)) &&
|
|
((((X + 1) - GetPosX() < w) && (GetWorld()->GetBlock(X + 1, Y, Z) == E_BLOCK_CACTUS)) ||
|
|
((GetPosX() - X < w) && (GetWorld()->GetBlock(X - 1, Y, Z) == E_BLOCK_CACTUS)) ||
|
|
(((Z + 1) - GetPosZ() < w) && (GetWorld()->GetBlock(X, Y, Z + 1) == E_BLOCK_CACTUS)) ||
|
|
((GetPosZ() - Z < w) && (GetWorld()->GetBlock(X, Y, Z - 1) == E_BLOCK_CACTUS)) ||
|
|
(((GetPosY() - Y < 1) && (GetWorld()->GetBlock(X, Y, Z) == E_BLOCK_CACTUS))))
|
|
)
|
|
{
|
|
TakeDamage(dtCactusContact, NULL, 1, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::DetectPortal()
|
|
{
|
|
if (GetWorld()->GetDimension() == dimOverworld)
|
|
{
|
|
if (GetWorld()->GetNetherWorldName().empty() && GetWorld()->GetEndWorldName().empty())
|
|
{
|
|
// Teleportation to either dimension not enabled, don't bother proceeding
|
|
return false;
|
|
}
|
|
}
|
|
else if (GetWorld()->GetLinkedOverworldName().empty())
|
|
{
|
|
// Overworld teleportation disabled, abort
|
|
return false;
|
|
}
|
|
|
|
int X = POSX_TOINT, Y = POSY_TOINT, Z = POSZ_TOINT;
|
|
if ((Y > 0) && (Y < cChunkDef::Height))
|
|
{
|
|
switch (GetWorld()->GetBlock(X, Y, Z))
|
|
{
|
|
case E_BLOCK_NETHER_PORTAL:
|
|
{
|
|
if (m_PortalCooldownData.m_ShouldPreventTeleportation)
|
|
{
|
|
// Just exited a portal, don't teleport again
|
|
return false;
|
|
}
|
|
|
|
if (IsPlayer() && !((cPlayer *)this)->IsGameModeCreative() && m_PortalCooldownData.m_TicksDelayed != 80)
|
|
{
|
|
// Delay teleportation for four seconds if the entity is a non-creative player
|
|
m_PortalCooldownData.m_TicksDelayed++;
|
|
return false;
|
|
}
|
|
m_PortalCooldownData.m_TicksDelayed = 0;
|
|
|
|
if (GetWorld()->GetDimension() == dimNether)
|
|
{
|
|
if (GetWorld()->GetLinkedOverworldName().empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_PortalCooldownData.m_ShouldPreventTeleportation = true; // Stop portals from working on respawn
|
|
|
|
if (IsPlayer())
|
|
{
|
|
((cPlayer *)this)->GetClientHandle()->SendRespawn(dimOverworld); // Send a respawn packet before world is loaded/generated so the client isn't left in limbo
|
|
}
|
|
|
|
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName()), false);
|
|
}
|
|
else
|
|
{
|
|
if (GetWorld()->GetNetherWorldName().empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
|
|
|
|
if (IsPlayer())
|
|
{
|
|
((cPlayer *)this)->AwardAchievement(achEnterPortal);
|
|
((cPlayer *)this)->GetClientHandle()->SendRespawn(dimNether);
|
|
}
|
|
|
|
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetNetherWorldName(), dimNether, GetWorld()->GetName()), false);
|
|
}
|
|
}
|
|
case E_BLOCK_END_PORTAL:
|
|
{
|
|
if (m_PortalCooldownData.m_ShouldPreventTeleportation)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (GetWorld()->GetDimension() == dimEnd)
|
|
{
|
|
|
|
if (GetWorld()->GetLinkedOverworldName().empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
|
|
|
|
if (IsPlayer())
|
|
{
|
|
cPlayer * Player = (cPlayer *)this;
|
|
Player->TeleportToCoords(Player->GetLastBedPos().x, Player->GetLastBedPos().y, Player->GetLastBedPos().z);
|
|
Player->GetClientHandle()->SendRespawn(dimOverworld);
|
|
}
|
|
|
|
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName()), false);
|
|
}
|
|
else
|
|
{
|
|
if (GetWorld()->GetEndWorldName().empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
|
|
|
|
if (IsPlayer())
|
|
{
|
|
((cPlayer *)this)->AwardAchievement(achEnterTheEnd);
|
|
((cPlayer *)this)->GetClientHandle()->SendRespawn(dimEnd);
|
|
}
|
|
|
|
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetEndWorldName(), dimEnd, GetWorld()->GetName()), false);
|
|
}
|
|
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Allow portals to work again
|
|
m_PortalCooldownData.m_ShouldPreventTeleportation = false;
|
|
m_PortalCooldownData.m_TicksDelayed = 0;
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
|
|
{
|
|
UNUSED(a_ShouldSendRespawn);
|
|
ASSERT(a_World != NULL);
|
|
|
|
if (GetWorld() == a_World)
|
|
{
|
|
// Don't move to same world
|
|
return false;
|
|
}
|
|
|
|
// Remove all links to the old world
|
|
SetWorldTravellingFrom(GetWorld()); // cChunk::Tick() handles entity removal
|
|
GetWorld()->BroadcastDestroyEntity(*this);
|
|
|
|
// Queue add to new world
|
|
a_World->AddEntity(this);
|
|
SetWorld(a_World);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
|
|
{
|
|
cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
|
|
if (World == NULL)
|
|
{
|
|
LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName.c_str());
|
|
return false;
|
|
}
|
|
|
|
return DoMoveToWorld(World, a_ShouldSendRespawn);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSwimState(cChunk & a_Chunk)
|
|
{
|
|
int RelY = (int)floor(GetPosY() + 0.1);
|
|
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
|
|
{
|
|
m_IsSwimming = false;
|
|
m_IsSubmerged = false;
|
|
return;
|
|
}
|
|
|
|
BLOCKTYPE BlockIn;
|
|
int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
|
|
// Check if the player is swimming:
|
|
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
|
|
{
|
|
// This sometimes happens on Linux machines
|
|
// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
|
|
LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
|
|
RelX, RelY, GetPosX(), GetPosZ()
|
|
);
|
|
m_IsSwimming = false;
|
|
m_IsSubmerged = false;
|
|
return;
|
|
}
|
|
m_IsSwimming = IsBlockWater(BlockIn);
|
|
|
|
// Check if the player is submerged:
|
|
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
|
|
m_IsSubmerged = IsBlockWater(BlockIn);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
|
|
{
|
|
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
|
|
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::HandleAir(void)
|
|
{
|
|
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
|
|
// See if the entity is /submerged/ water (block above is water)
|
|
// Get the type of block the entity is standing in:
|
|
|
|
int RespirationLevel = GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration);
|
|
|
|
if (IsSubmerged())
|
|
{
|
|
if (!IsPlayer()) // Players control themselves
|
|
{
|
|
SetSpeedY(1); // Float in the water
|
|
}
|
|
|
|
if (RespirationLevel > 0)
|
|
{
|
|
((cPawn *)this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0);
|
|
}
|
|
|
|
if (m_AirLevel <= 0)
|
|
{
|
|
// Runs the air tick timer to check whether the player should be damaged
|
|
if (m_AirTickTimer <= 0)
|
|
{
|
|
// Damage player
|
|
TakeDamage(dtDrowning, NULL, 1, 1, 0);
|
|
// Reset timer
|
|
m_AirTickTimer = DROWNING_TICKS;
|
|
}
|
|
else
|
|
{
|
|
m_AirTickTimer--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Reduce air supply
|
|
m_AirLevel--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Set the air back to maximum
|
|
m_AirLevel = MAX_AIR_LEVEL;
|
|
m_AirTickTimer = DROWNING_TICKS;
|
|
|
|
if (RespirationLevel > 0)
|
|
{
|
|
m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Called when the entity starts burning
|
|
void cEntity::OnStartedBurning(void)
|
|
{
|
|
// Broadcast the change:
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Called when the entity finishes burning
|
|
void cEntity::OnFinishedBurning(void)
|
|
{
|
|
// Broadcast the change:
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Sets the maximum value for the health
|
|
void cEntity::SetMaxHealth(int a_MaxHealth)
|
|
{
|
|
m_MaxHealth = a_MaxHealth;
|
|
|
|
// Reset health, if too high:
|
|
m_Health = std::min(m_Health, a_MaxHealth);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Sets whether the entity is fireproof
|
|
void cEntity::SetIsFireproof(bool a_IsFireproof)
|
|
{
|
|
m_IsFireproof = a_IsFireproof;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Puts the entity on fire for the specified amount of ticks
|
|
void cEntity::StartBurning(int a_TicksLeftBurning)
|
|
{
|
|
if (m_TicksLeftBurning > 0)
|
|
{
|
|
// Already burning, top up the ticks left burning and bail out:
|
|
m_TicksLeftBurning = std::max(m_TicksLeftBurning, a_TicksLeftBurning);
|
|
return;
|
|
}
|
|
|
|
m_TicksLeftBurning = a_TicksLeftBurning;
|
|
OnStartedBurning();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stops the entity from burning, resets all burning timers
|
|
void cEntity::StopBurning(void)
|
|
{
|
|
bool HasBeenBurning = (m_TicksLeftBurning > 0);
|
|
m_TicksLeftBurning = 0;
|
|
m_TicksSinceLastBurnDamage = 0;
|
|
m_TicksSinceLastFireDamage = 0;
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
|
|
// Notify if the entity has stopped burning
|
|
if (HasBeenBurning)
|
|
{
|
|
OnFinishedBurning();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TeleportToEntity(cEntity & a_Entity)
|
|
{
|
|
TeleportToCoords(a_Entity.GetPosX(), a_Entity.GetPosY(), a_Entity.GetPosZ());
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
|
|
{
|
|
SetPosition(a_PosX, a_PosY, a_PosZ);
|
|
m_World->BroadcastTeleportEntity(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
|
|
{
|
|
// Process packet sending every two ticks
|
|
if (GetWorld()->GetWorldAge() % 2 == 0)
|
|
{
|
|
double SpeedSqr = GetSpeed().SqrLength();
|
|
if (SpeedSqr == 0.0)
|
|
{
|
|
// Speed is zero, send this to clients once only as well as an absolute position
|
|
if (!m_bHasSentNoSpeed)
|
|
{
|
|
m_World->BroadcastEntityVelocity(*this, a_Exclude);
|
|
m_World->BroadcastTeleportEntity(*this, a_Exclude);
|
|
m_bHasSentNoSpeed = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Movin'
|
|
m_World->BroadcastEntityVelocity(*this, a_Exclude);
|
|
m_bHasSentNoSpeed = false;
|
|
}
|
|
|
|
// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
|
|
int DiffX = (int)(floor(GetPosX() * 32.0) - floor(m_LastPos.x * 32.0));
|
|
int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0));
|
|
int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0));
|
|
|
|
if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved?
|
|
{
|
|
if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
|
|
{
|
|
// Difference within Byte limitations, use a relative move packet
|
|
if (m_bDirtyOrientation)
|
|
{
|
|
m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
else
|
|
{
|
|
m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
|
|
}
|
|
// Clients seem to store two positions, one for the velocity packet and one for the teleport/relmove packet
|
|
// The latter is only changed with a relmove/teleport, and m_LastPos stores this position
|
|
m_LastPos = GetPosition();
|
|
}
|
|
else
|
|
{
|
|
// Too big a movement, do a teleport
|
|
m_World->BroadcastTeleportEntity(*this, a_Exclude);
|
|
m_LastPos = GetPosition(); // See above
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
}
|
|
|
|
if (m_bDirtyHead)
|
|
{
|
|
m_World->BroadcastEntityHeadLook(*this, a_Exclude);
|
|
m_bDirtyHead = false;
|
|
}
|
|
if (m_bDirtyOrientation)
|
|
{
|
|
// Send individual update in case above (sending with rel-move packet) wasn't done
|
|
GetWorld()->BroadcastEntityLook(*this, a_Exclude);
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AttachTo(cEntity * a_AttachTo)
|
|
{
|
|
if (m_AttachedTo == a_AttachTo)
|
|
{
|
|
// Already attached to that entity, nothing to do here
|
|
return;
|
|
}
|
|
if (m_AttachedTo != NULL)
|
|
{
|
|
// Detach from any previous entity:
|
|
Detach();
|
|
}
|
|
|
|
// Attach to the new entity:
|
|
m_AttachedTo = a_AttachTo;
|
|
a_AttachTo->m_Attachee = this;
|
|
m_World->BroadcastAttachEntity(*this, a_AttachTo);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::Detach(void)
|
|
{
|
|
if (m_AttachedTo == NULL)
|
|
{
|
|
// Attached to no entity, our work is done
|
|
return;
|
|
}
|
|
m_AttachedTo->m_Attachee = NULL;
|
|
m_AttachedTo = NULL;
|
|
m_World->BroadcastAttachEntity(*this, NULL);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::IsA(const char * a_ClassName) const
|
|
{
|
|
return (strcmp(a_ClassName, "cEntity") == 0);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetRot(const Vector3f & a_Rot)
|
|
{
|
|
m_Rot = a_Rot;
|
|
m_bDirtyOrientation = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetHeadYaw(double a_HeadYaw)
|
|
{
|
|
m_HeadYaw = a_HeadYaw;
|
|
m_bDirtyHead = true;
|
|
WrapHeadYaw();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetHeight(double a_Height)
|
|
{
|
|
m_Height = a_Height;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetMass(double a_Mass)
|
|
{
|
|
// Make sure that mass is not zero. 1g is the default because we
|
|
// have to choose a number. It's perfectly legal to have a mass
|
|
// less than 1g as long as is NOT equal or less than zero.
|
|
m_Mass = std::max(a_Mass, 0.001);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetYaw(double a_Yaw)
|
|
{
|
|
m_Rot.x = a_Yaw;
|
|
m_bDirtyOrientation = true;
|
|
WrapRotation();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPitch(double a_Pitch)
|
|
{
|
|
m_Rot.y = a_Pitch;
|
|
m_bDirtyOrientation = true;
|
|
WrapRotation();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetRoll(double a_Roll)
|
|
{
|
|
m_Rot.z = a_Roll;
|
|
m_bDirtyOrientation = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
|
|
{
|
|
DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedX(double a_SpeedX)
|
|
{
|
|
SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedY(double a_SpeedY)
|
|
{
|
|
SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedZ(double a_SpeedZ)
|
|
{
|
|
SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetWidth(double a_Width)
|
|
{
|
|
m_Width = a_Width;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosX(double a_AddPosX)
|
|
{
|
|
m_Pos.x += a_AddPosX;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosY(double a_AddPosY)
|
|
{
|
|
m_Pos.y += a_AddPosY;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosZ(double a_AddPosZ)
|
|
{
|
|
m_Pos.z += a_AddPosZ;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
|
|
{
|
|
m_Pos.x += a_AddPosX;
|
|
m_Pos.y += a_AddPosY;
|
|
m_Pos.z += a_AddPosZ;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
|
|
{
|
|
m_Speed.x += a_AddSpeedX;
|
|
m_Speed.y += a_AddSpeedY;
|
|
m_Speed.z += a_AddSpeedZ;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedX(double a_AddSpeedX)
|
|
{
|
|
m_Speed.x += a_AddSpeedX;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedY(double a_AddSpeedY)
|
|
{
|
|
m_Speed.y += a_AddSpeedY;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedZ(double a_AddSpeedZ)
|
|
{
|
|
m_Speed.z += a_AddSpeedZ;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
|
|
{
|
|
Vector3d LookVector = m_Attachee->GetLookVector();
|
|
double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
|
|
double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
|
|
SetSpeed(AddSpeedX, 0, AddSpeedZ);
|
|
BroadcastMovementUpdate();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
|
|
{
|
|
if (m_AttachedTo == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if ((a_Forward != 0) || (a_Sideways != 0))
|
|
{
|
|
m_AttachedTo->HandleSpeedFromAttachee(a_Forward, a_Sideways);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Get look vector (this is NOT a rotation!)
|
|
Vector3d cEntity::GetLookVector(void) const
|
|
{
|
|
Matrix4d m;
|
|
m.Init(Vector3d(), 0, m_Rot.x, -m_Rot.y);
|
|
Vector3d Look = m.Transform(Vector3d(0, 0, 1));
|
|
return Look;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Set position
|
|
void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
|
|
{
|
|
m_Pos.Set(a_PosX, a_PosY, a_PosZ);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosX(double a_PosX)
|
|
{
|
|
m_Pos.x = a_PosX;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosY(double a_PosY)
|
|
{
|
|
m_Pos.y = a_PosY;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosZ(double a_PosZ)
|
|
{
|
|
m_Pos.z = a_PosZ;
|
|
}
|
|
|
|
|
|
|
|
|