218 lines
6.1 KiB
C++
218 lines
6.1 KiB
C++
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#include "Globals.h"
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#include "../BoundingBox.h"
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#include "../Chunk.h"
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#include "Floater.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFloaterEntityCollisionCallback
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class cFloaterEntityCollisionCallback :
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public cEntityCallback
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{
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public:
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cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
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m_Floater(a_Floater),
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m_Pos(a_Pos),
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m_NextPos(a_NextPos),
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m_MinCoeff(1),
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m_HitEntity(NULL)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (!a_Entity->IsMob()) // Floaters can only pull mobs not other entities.
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{
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return false;
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}
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cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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double LineCoeff;
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char Face;
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EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2);
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if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
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{
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// No intersection whatsoever
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return false;
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}
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if (LineCoeff < m_MinCoeff)
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{
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// The entity is closer than anything we've stored so far, replace it as the potential victim
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m_MinCoeff = LineCoeff;
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m_HitEntity = a_Entity;
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}
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// Don't break the enumeration, we want all the entities
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return false;
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}
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/// Returns the nearest entity that was hit, after the enumeration has been completed
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cEntity * GetHitEntity(void) const { return m_HitEntity; }
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/// Returns true if the callback has encountered a true hit
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bool HasHit(void) const { return (m_MinCoeff < 1); }
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protected:
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cFloater * m_Floater;
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const Vector3d & m_Pos;
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const Vector3d & m_NextPos;
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double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
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// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
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// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
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cEntity * m_HitEntity; // The nearest hit entity
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFloaterCheckEntityExist
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class cFloaterCheckEntityExist :
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public cEntityCallback
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{
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public:
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cFloaterCheckEntityExist(void) :
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m_EntityExists(false)
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{
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}
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bool Item(cEntity * a_Entity) override
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{
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m_EntityExists = true;
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return false;
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}
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bool DoesExist(void) const { return m_EntityExists; }
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protected:
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bool m_EntityExists;
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} ;
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cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
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cEntity(etFloater, a_X, a_Y, a_Z, 0.2, 0.2),
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m_PickupCountDown(0),
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m_PlayerID(a_PlayerID),
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m_CanPickupItem(false),
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m_CountDownTime(a_CountDownTime),
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m_AttachedMobID(-1)
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{
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SetSpeed(a_Speed);
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}
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void cFloater::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0);
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}
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void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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{
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HandlePhysics(a_Dt, a_Chunk);
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if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
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{
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if ((!m_CanPickupItem) && (m_AttachedMobID == -1)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
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{
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if (m_CountDownTime <= 0)
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{
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m_World->BroadcastSoundEffect("random.splash", (int) floor(GetPosX() * 8), (int) floor(GetPosY() * 8), (int) floor(GetPosZ() * 8), 1, 1);
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SetPosY(GetPosY() - 1);
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m_CanPickupItem = true;
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m_PickupCountDown = 20;
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m_CountDownTime = 100 + m_World->GetTickRandomNumber(800);
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LOGD("Floater %i can be picked up", GetUniqueID());
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}
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else if (m_CountDownTime == 20) // Calculate the position where the particles should spawn and start producing them.
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{
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LOGD("Started producing particles for floater %i", GetUniqueID());
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m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
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m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
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}
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else if (m_CountDownTime < 20)
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{
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m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
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m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
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}
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m_CountDownTime--;
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if (m_World->GetHeight((int) GetPosX(), (int) GetPosZ()) == (int) GetPosY())
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{
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if (m_World->IsWeatherWet() && m_World->GetTickRandomNumber(3) == 0) // 25% chance of an extra countdown when being rained on.
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{
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m_CountDownTime--;
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}
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}
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else // if the floater is underground it has a 50% chance of not decreasing the countdown.
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{
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if (m_World->GetTickRandomNumber(1) == 0)
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{
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m_CountDownTime++;
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}
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}
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}
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SetSpeedY(0.7);
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}
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if (CanPickup()) // Make sure the floater "loses its fish"
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{
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m_PickupCountDown--;
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if (m_PickupCountDown == 0)
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{
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m_CanPickupItem = false;
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LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
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}
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}
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if ((GetSpeed().Length() > 4) && (m_AttachedMobID == -1))
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{
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cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
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a_Chunk.ForEachEntity(Callback);
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if (Callback.HasHit())
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{
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AttachTo(Callback.GetHitEntity());
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Callback.GetHitEntity()->TakeDamage(*this); // TODO: the player attacked the mob not the floater.
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m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID();
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}
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}
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cFloaterCheckEntityExist EntityCallback;
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m_World->DoWithEntityByID(m_PlayerID, EntityCallback);
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if (!EntityCallback.DoesExist()) // The owner doesn't exist anymore. Destroy the floater entity.
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{
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Destroy(true);
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}
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if (m_AttachedMobID != -1)
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{
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m_World->DoWithEntityByID(m_AttachedMobID, EntityCallback); // The mob the floater was attached to doesn't exist anymore.
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if (!EntityCallback.DoesExist())
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{
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m_AttachedMobID = -1;
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}
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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BroadcastMovementUpdate();
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} |