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Diffstat (limited to 'source/Entity.cpp')
-rw-r--r-- | source/Entity.cpp | 1292 |
1 files changed, 0 insertions, 1292 deletions
diff --git a/source/Entity.cpp b/source/Entity.cpp deleted file mode 100644 index 8afdfdb95..000000000 --- a/source/Entity.cpp +++ /dev/null @@ -1,1292 +0,0 @@ - -#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 "Vector3d.h" -#include "Matrix4f.h" -#include "ReferenceManager.h" -#include "ClientHandle.h" -#include "Tracer.h" -#include "Chunk.h" -#include "Simulator/FluidSimulator.h" -#include "PluginManager.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_Referencers(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCERS)) - , m_References(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCES)) - , m_HeadYaw( 0.0 ) - , m_Rot(0.0, 0.0, 0.0) - , m_Pos(a_X, a_Y, a_Z) - , m_Mass (0.001) //Default 1g - , m_bDirtyHead(true) - , m_bDirtyOrientation(true) - , m_bDirtyPosition(true) - , m_bDirtySpeed(true) - , m_bOnGround( false ) - , m_Gravity( -9.81f ) - , m_IsInitialized(false) - , m_LastPosX( 0.0 ) - , m_LastPosY( 0.0 ) - , m_LastPosZ( 0.0 ) - , m_TimeLastTeleportPacket(0) - , m_TimeLastMoveReltPacket(0) - , m_TimeLastSpeedPacket(0) - , m_EntityType(a_EntityType) - , m_World(NULL) - , m_TicksSinceLastBurnDamage(0) - , m_TicksSinceLastLavaDamage(0) - , m_TicksSinceLastFireDamage(0) - , m_TicksLeftBurning(0) - , m_WaterSpeed(0, 0, 0) - , m_Width(a_Width) - , m_Height(a_Height) -{ - cCSLock Lock(m_CSCount); - m_EntityCount++; - m_UniqueID = m_EntityCount; -} - - - - - -cEntity::~cEntity() -{ - ASSERT(!m_World->HasEntity(m_UniqueID)); // Before deleting, the entity needs to have been removed from the world - - 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"); - } - delete m_Referencers; - delete m_References; -} - - - - - -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; - } - - 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); - return true; -} - - - - - -void cEntity::WrapHeadYaw(void) -{ - while (m_HeadYaw > 180.f) m_HeadYaw -= 360.f; // Wrap it - while (m_HeadYaw < -180.f) m_HeadYaw += 360.f; -} - - - - - -void cEntity::WrapRotation(void) -{ - while (m_Rot.x > 180.f) m_Rot.x -= 360.f; // Wrap it - while (m_Rot.x < -180.f) m_Rot.x += 360.f; - while (m_Rot.y > 180.f) m_Rot.y -= 360.f; - while (m_Rot.y < -180.f) m_Rot.y += 360.f; -} - - - - -void cEntity::WrapSpeed(void) -{ - // There shoudn't be a need for flipping the flag on because this function is called - // after any update, so the flag is already turned on - if (m_Speed.x > 78.0f) m_Speed.x = 78.0f; - else if (m_Speed.x < -78.0f) m_Speed.x = -78.0f; - if (m_Speed.y > 78.0f) m_Speed.y = 78.0f; - else if (m_Speed.y < -78.0f) m_Speed.y = -78.0f; - if (m_Speed.z > 78.0f) m_Speed.z = 78.0f; - else if (m_Speed.z < -78.0f) m_Speed.z = -78.0f; -} - - - - - -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; - Heading.x = sin(GetRotation()); - Heading.y = 0.4; // TODO: adjust the amount of "up" knockback when testing - Heading.z = cos(GetRotation()); - TDI.Knockback = Heading * a_KnockbackAmount; - DoTakeDamage(TDI); -} - - - - - -void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) -{ - if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI)) - { - return; - } - - if (m_Health <= 0) - { - // Can't take damage if already dead - return; - } - - m_Health -= (short)a_TDI.FinalDamage; - - // TODO: Apply damage to armor - - if (m_Health < 0) - { - m_Health = 0; - } - - m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT); - - if (m_Health <= 0) - { - KilledBy(a_TDI.Attacker); - } -} - - - - - -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; -} - - - - - -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: - // 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 dtPotionOfHarming: - case dtFalling: - case dtLightning: - { - 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(cEntity * a_Killer) -{ - m_Health = 0; - - cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_Killer); - - if (m_Health > 0) - { - // Plugin wants to 'unkill' the pawn. Abort - return; - } - - // Drop loot: - cItems Drops; - GetDrops(Drops, a_Killer); - m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ()); - - m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_DEAD); -} - - - - - -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) -{ - if (m_AttachedTo != NULL) - { - if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5) - { - SetPosition(m_AttachedTo->GetPosition()); - } - } - else - { - if (a_Chunk.IsValid()) - { - HandlePhysics(a_Dt, a_Chunk); - } - } - if (a_Chunk.IsValid()) - { - TickBurning(a_Chunk); - } -} - - - - - -void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) -{ - // TODO Add collision detection with entities. - a_Dt /= 1000; - Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); - Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); - int BlockX = (int) floor(NextPos.x); - int BlockY = (int) floor(NextPos.y); - int BlockZ = (int) floor(NextPos.z); - - if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) - { - // Outside of the world - // TODO: Current speed should still be added to the entity position - // Otherwise TNT explosions in the void will still effect the bottommost layers of the world - return; - } - - // Make sure we got the correct chunk and a valid one. No one ever knows... - cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ); - if (NextChunk != NULL) - { - int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); - int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); - BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); - if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block - { - if (m_bOnGround) // check if it's still on the ground - { - BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ ); - if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water. - { - m_bOnGround = false; - } - } - } - else - { - //Push out entity. - m_bOnGround = true; - NextPos.y += 0.2; - 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 = -3.0f * a_Dt; //Fall 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 = 1.f; - m_bOnGround = false; - break; - case X_MINUS: - m_WaterSpeed.x = -1.f; - m_bOnGround = false; - break; - case Z_PLUS: - m_WaterSpeed.z = 1.f; - m_bOnGround = false; - break; - case Z_MINUS: - m_WaterSpeed.z = -1.f; - 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() ); - int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); - if( Ret ) // Oh noez! we hit something - { - // Set to hit position - if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) - { - if( Ret == 1 ) - { - - 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 > 0 ) // means on ground - { - m_bOnGround = true; - } - } - NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); - NextPos.x += Tracer.HitNormal.x * 0.5f; - NextPos.z += Tracer.HitNormal.z * 0.5f; - } - else - NextPos += (NextSpeed * a_Dt); - } - else - { - // We didn't hit anything, so move =] - NextPos += (NextSpeed * a_Dt); - } - } - BlockX = (int) floor(NextPos.x); - BlockZ = (int) floor(NextPos.z); - NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); - // See if we can commit our changes. If not, we will discard them. - if (NextChunk != NULL) - { - if (NextPos.x != GetPosX()) SetPosX(NextPos.x); - if (NextPos.y != GetPosY()) SetPosY(NextPos.y); - if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z); - if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x); - if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y); - if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z); - } - } -} - - - - - -void cEntity::TickBurning(cChunk & a_Chunk) -{ - // Remember the current burning state: - bool HasBeenBurning = (m_TicksLeftBurning > 0); - - // Do the burning damage: - if (m_TicksLeftBurning > 0) - { - m_TicksSinceLastBurnDamage++; - if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE) - { - 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, (int)floor(GetPosY()))); - 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; - cChunk * CurChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelX, RelZ); - if (CurChunk == NULL) - { - continue; - } - for (int y = MinY; y <= MaxY; y++) - { - switch (CurChunk->GetBlock(RelX, y, RelZ)) - { - 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) - { - 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) - { - 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(); - } -} - - - - - -/// 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: - if (m_Health > a_MaxHealth) - { - m_Health = a_MaxHealth; - } -} - - - - - -/// 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) -{ - //We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks - if( (m_Speed.SqrLength() > 0.0004f || m_bDirtySpeed) && (m_World->GetWorldAge() - m_TimeLastSpeedPacket >= 2)) - { - m_World->BroadcastEntityVelocity(*this,a_Exclude); - m_bDirtySpeed = false; - m_TimeLastSpeedPacket = m_World->GetWorldAge(); - } - - //Have to process position related packets this every two ticks - if (m_World->GetWorldAge() % 2 == 0) - { - int DiffX = (int) (floor(GetPosX() * 32.0) - floor(m_LastPosX * 32.0)); - int DiffY = (int) (floor(GetPosY() * 32.0) - floor(m_LastPosY * 32.0)); - int DiffZ = (int) (floor(GetPosZ() * 32.0) - floor(m_LastPosZ * 32.0)); - Int64 DiffTeleportPacket = m_World->GetWorldAge() - m_TimeLastTeleportPacket; - // 4 blocks is max Relative So if the Diff is greater than 127 or. Send an absolute position every 20 seconds - if (DiffTeleportPacket >= 400 || - ((DiffX > 127) || (DiffX < -128) || - (DiffY > 127) || (DiffY < -128) || - (DiffZ > 127) || (DiffZ < -128))) - { - // - m_World->BroadcastTeleportEntity(*this,a_Exclude); - m_TimeLastTeleportPacket = m_World->GetWorldAge(); - m_TimeLastMoveReltPacket = m_TimeLastTeleportPacket; //Must synchronize. - m_LastPosX = GetPosX(); - m_LastPosY = GetPosY(); - m_LastPosZ = GetPosZ(); - m_bDirtyPosition = false; - m_bDirtyOrientation = false; - } - else - { - Int64 DiffMoveRelPacket = m_World->GetWorldAge() - m_TimeLastMoveReltPacket; - //if the change is big enough. - if ((abs(DiffX) >= 4 || abs(DiffY) >= 4 || abs(DiffZ) >= 4 || DiffMoveRelPacket >= 60) && m_bDirtyPosition) - { - 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); - } - m_LastPosX = GetPosX(); - m_LastPosY = GetPosY(); - m_LastPosZ = GetPosZ(); - m_bDirtyPosition = false; - m_TimeLastMoveReltPacket = m_World->GetWorldAge(); - } - else - { - if (m_bDirtyOrientation) - { - m_World->BroadcastEntityLook(*this,a_Exclude); - m_bDirtyOrientation = false; - } - } - } - if (m_bDirtyHead) - { - m_World->BroadcastEntityHeadLook(*this,a_Exclude); - m_bDirtyHead = false; - } - } -} - - - - - -void cEntity::AttachTo(cEntity * a_AttachTo) -{ - if (m_AttachedTo == a_AttachTo) - { - // Already attached to that entity, nothing to do here - return; - } - - // 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::SetRotation(double a_Rotation) -{ - m_Rot.x = a_Rotation; - 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) -{ - m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ); - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - -void cEntity::SetSpeedX(double a_SpeedX) -{ - m_Speed.x = a_SpeedX; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - -void cEntity::SetSpeedY(double a_SpeedY) -{ - m_Speed.y = a_SpeedY; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - -void cEntity::SetSpeedZ(double a_SpeedZ) -{ - m_Speed.z = a_SpeedZ; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - - -void cEntity::SetWidth(double a_Width) -{ - m_Width = a_Width; -} - - - - - -void cEntity::AddPosX(double a_AddPosX) -{ - m_Pos.x += a_AddPosX; - m_bDirtyPosition = true; -} - - - - -void cEntity::AddPosY(double a_AddPosY) -{ - m_Pos.y += a_AddPosY; - m_bDirtyPosition = true; -} - - - - -void cEntity::AddPosZ(double a_AddPosZ) -{ - m_Pos.z += a_AddPosZ; - m_bDirtyPosition = true; -} - - - - -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; - m_bDirtyPosition = true; -} - - - - -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; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - - -void cEntity::AddSpeedX(double a_AddSpeedX) -{ - m_Speed.x += a_AddSpeedX; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - - -void cEntity::AddSpeedY(double a_AddSpeedY) -{ - m_Speed.y += a_AddSpeedY; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - - -void cEntity::AddSpeedZ(double a_AddSpeedZ) -{ - m_Speed.z += a_AddSpeedZ; - m_bDirtySpeed = true; - WrapSpeed(); -} - - - - - -////////////////////////////////////////////////////////////////////////// -// Get look vector (this is NOT a rotation!) -Vector3d cEntity::GetLookVector(void) const -{ - Matrix4d m; - m.Init(Vector3f(), 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); - m_bDirtyPosition = true; -} - - - - - -void cEntity::SetPosX(double a_PosX) -{ - m_Pos.x = a_PosX; - m_bDirtyPosition = true; -} - - - - - -void cEntity::SetPosY(double a_PosY) -{ - m_Pos.y = a_PosY; - m_bDirtyPosition = true; -} - - - - - -void cEntity::SetPosZ(double a_PosZ) -{ - m_Pos.z = a_PosZ; - m_bDirtyPosition = true; -} - - - - - -////////////////////////////////////////////////////////////////////////// -// Reference stuffs -void cEntity::AddReference(cEntity * & a_EntityPtr) -{ - m_References->AddReference(a_EntityPtr); - a_EntityPtr->ReferencedBy(a_EntityPtr); -} - - - - - -void cEntity::ReferencedBy(cEntity * & a_EntityPtr) -{ - m_Referencers->AddReference(a_EntityPtr); -} - - - - - -void cEntity::Dereference(cEntity * & a_EntityPtr) -{ - m_Referencers->Dereference(a_EntityPtr); -} - - - - |