#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Entity.h"
#include "../World.h"
#include "../Server.h"
#include "../Root.h"
#include "../Matrix4.h"
#include "../ClientHandle.h"
#include "../Chunk.h"
#include "../Simulator/FluidSimulator.h"
#include "../Bindings/PluginManager.h"
#include "../Tracer.h"
#include "Player.h"
int cEntity::m_EntityCount = 0;
cCriticalSection cEntity::m_CSCount;
cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height)
: m_UniqueID(0)
, m_Health(1)
, m_MaxHealth(1)
, m_AttachedTo(NULL)
, m_Attachee(NULL)
, m_bDirtyHead(true)
, m_bDirtyOrientation(true)
, m_bHasSentNoSpeed(true)
, m_bOnGround(false)
, m_Gravity(-9.81f)
, m_LastPos(a_X, a_Y, a_Z)
, m_IsInitialized(false)
, m_EntityType(a_EntityType)
, m_World(NULL)
, m_IsFireproof(false)
, m_TicksSinceLastBurnDamage(0)
, m_TicksSinceLastLavaDamage(0)
, m_TicksSinceLastFireDamage(0)
, m_TicksLeftBurning(0)
, m_TicksSinceLastVoidDamage(0)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_AirLevel(0)
, m_AirTickTimer(0)
, m_TicksAlive(0)
, m_HeadYaw(0.0)
, m_Rot(0.0, 0.0, 0.0)
, m_Pos(a_X, a_Y, a_Z)
, m_WaterSpeed(0, 0, 0)
, m_Mass (0.001) // Default 1g
, m_Width(a_Width)
, m_Height(a_Height)
, m_InvulnerableTicks(0)
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
m_UniqueID = m_EntityCount;
}
cEntity::~cEntity()
{
// Before deleting, the entity needs to have been removed from the world, if ever added
ASSERT((m_World == NULL) || !m_World->HasEntity(m_UniqueID));
/*
// DEBUG:
LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
m_UniqueID,
m_Pos.x, m_Pos.y, m_Pos.z,
(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
this
);
*/
if (m_AttachedTo != NULL)
{
Detach();
}
if (m_Attachee != NULL)
{
m_Attachee->Detach();
}
if (m_IsInitialized)
{
LOGWARNING("ERROR: Entity deallocated without being destroyed");
ASSERT(!"Entity deallocated without being destroyed or unlinked");
}
}
const char * cEntity::GetClass(void) const
{
return "cEntity";
}
const char * cEntity::GetClassStatic(void)
{
return "cEntity";
}
const char * cEntity::GetParentClass(void) const
{
return "";
}
bool cEntity::Initialize(cWorld & a_World)
{
if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this))
{
return false;
}
/*
// DEBUG:
LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
);
*/
m_IsInitialized = true;
m_World = &a_World;
m_World->AddEntity(this);
cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this);
// Spawn the entity on the clients:
a_World.BroadcastSpawnEntity(*this);
return true;
}
void cEntity::WrapHeadYaw(void)
{
m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw);
}
void cEntity::WrapRotation(void)
{
m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
m_Rot.y = NormalizeAngleDegrees(m_Rot.y);
}
void cEntity::WrapSpeed(void)
{
m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
}
void cEntity::Destroy(bool a_ShouldBroadcast)
{
if (!m_IsInitialized)
{
return;
}
if (a_ShouldBroadcast)
{
m_World->BroadcastDestroyEntity(*this);
}
m_IsInitialized = false;
Destroyed();
}
void cEntity::TakeDamage(cEntity & a_Attacker)
{
int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
}
void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
{
int FinalDamage = a_RawDamage - GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
}
void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount)
{
TakeDamageInfo TDI;
TDI.DamageType = a_DamageType;
TDI.Attacker = a_Attacker;
TDI.RawDamage = a_RawDamage;
TDI.FinalDamage = a_FinalDamage;
Vector3d Heading(0, 0, 0);
if (a_Attacker != NULL)
{
Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
}
Heading.y = 2;
TDI.Knockback = Heading * a_KnockbackAmount;
DoTakeDamage(TDI);
}
void cEntity::SetYawFromSpeed(void)
{
const double EPS = 0.0000001;
if ((abs(m_Speed.x) < EPS) && (abs(m_Speed.z) < EPS))
{
// atan2() may overflow or is undefined, pick any number
SetYaw(0);
return;
}
SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / PI);
}
void cEntity::SetPitchFromSpeed(void)
{
const double EPS = 0.0000001;
double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
if ((abs(xz) < EPS) && (abs(m_Speed.y) < EPS))
{
// atan2() may overflow or is undefined, pick any number
SetPitch(0);
return;
}
SetPitch(atan2(m_Speed.y, xz) * 180 / PI);
}
bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
{
return false;
}
if (m_Health <= 0)
{
// Can't take damage if already dead
return false;
}
if (m_InvulnerableTicks > 0)
{
// Entity is invulnerable
return false;
}
if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer * Player = (cPlayer *)a_TDI.Attacker;
// IsOnGround() only is false if the player is moving downwards
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
if (!Player->IsOnGround())
{
if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
{
a_TDI.FinalDamage += 2;
m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
}
}
Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
}
m_Health -= (short)a_TDI.FinalDamage;
// TODO: Apply damage to armor
m_Health = std::max(m_Health, 0);
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
{
int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment
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;
if (m_Health > m_MaxHealth)
{
m_Health = m_MaxHealth;
}
}
void cEntity::SetHealth(int a_Health)
{
m_Health = std::max(0, std::min(m_MaxHealth, a_Health));
}
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();
}
// None of the above functions change 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;
}
else
{
// 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 (m_World->IsWeatherWet())
{
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);
}
}
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:
if (IsSubmerged())
{
if (!IsPlayer()) // Players control themselves
{
SetSpeedY(1); // Float in the water
}
// Either reduce air level or damage player
if (m_AirLevel < 1)
{
if (m_AirTickTimer < 1)
{
// 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;
}
}
/// 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)
{
if (a_Mass > 0)
{
m_Mass = a_Mass;
}
else
{
// 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 = 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;
}