diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 501 |
1 files changed, 308 insertions, 193 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 8ef45f1a5..ee7ce06ac 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -1,3 +1,4 @@ + #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Entity.h" @@ -10,7 +11,6 @@ #include "../Simulator/FluidSimulator.h" #include "../Bindings/PluginManager.h" #include "../Tracer.h" -#include "Minecart.h" #include "Player.h" @@ -32,19 +32,14 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d , m_Attachee(NULL) , m_bDirtyHead(true) , m_bDirtyOrientation(true) - , m_bDirtyPosition(true) - , m_bDirtySpeed(true) - , m_bOnGround( false ) - , m_Gravity( -9.81f ) - , m_LastPosX( 0.0 ) - , m_LastPosY( 0.0 ) - , m_LastPosZ( 0.0 ) - , m_TimeLastTeleportPacket(0) - , m_TimeLastMoveReltPacket(0) - , m_TimeLastSpeedPacket(0) + , 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) @@ -52,13 +47,16 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d , m_TicksSinceLastVoidDamage(0) , m_IsSwimming(false) , m_IsSubmerged(false) - , m_HeadYaw( 0.0 ) + , m_AirLevel(0) + , m_AirTickTimer(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++; @@ -131,9 +129,9 @@ const char * cEntity::GetParentClass(void) const -bool cEntity::Initialize(cWorld * a_World) +bool cEntity::Initialize(cWorld & a_World) { - if (cPluginManager::Get()->CallHookSpawningEntity(*a_World, *this)) + if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this)) { return false; } @@ -146,13 +144,13 @@ bool cEntity::Initialize(cWorld * a_World) */ m_IsInitialized = true; - m_World = a_World; + m_World = &a_World; m_World->AddEntity(this); - cPluginManager::Get()->CallHookSpawnedEntity(*a_World, *this); + cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this); // Spawn the entity on the clients: - a_World->BroadcastSpawnEntity(*this); + a_World.BroadcastSpawnEntity(*this); return true; } @@ -181,14 +179,9 @@ void cEntity::WrapRotation(void) 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; + 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); } @@ -293,27 +286,37 @@ void cEntity::SetPitchFromSpeed(void) -void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) +bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) { if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI)) { - return; + return false; } if (m_Health <= 0) { // Can't take damage if already dead - return; + 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 - if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) + if (!Player->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) { 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; @@ -325,17 +328,54 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) m_Health = 0; } - if (IsMob() || IsPlayer()) // Knockback for only players and mobs + if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs { - AddSpeed(a_TDI.Knockback * 2); + int KnockbackLevel = 0; + if (a_TDI.Attacker->GetEquippedWeapon().m_ItemType == E_ITEM_BOW) + { + KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch); + } + else + { + KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); + } + + Vector3d additionalSpeed(0, 0, 0); + switch (KnockbackLevel) + { + case 1: + { + additionalSpeed.Set(5, .3, 5); + break; + } + case 2: + { + additionalSpeed.Set(8, .3, 8); + break; + } + default: + { + additionalSpeed.Set(2, .3, 2); + break; + } + } + AddSpeed(a_TDI.Knockback * additionalSpeed); } - m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT); + m_World->BroadcastEntityStatus(*this, esGenericHurt); + + m_InvulnerableTicks = 10; if (m_Health <= 0) { KilledBy(a_TDI.Attacker); + + if (a_TDI.Attacker != NULL) + { + a_TDI.Attacker->Killed(this); + } } + return true; } @@ -380,11 +420,8 @@ int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver) -int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage) +bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType) { - // 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) { @@ -399,9 +436,34 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama case dtLightning: case dtPlugin: { - return 0; + 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 @@ -479,7 +541,7 @@ void cEntity::KilledBy(cEntity * a_Killer) GetDrops(Drops, a_Killer); m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ()); - m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_DEAD); + m_World->BroadcastEntityStatus(*this, esGenericDead); } @@ -510,46 +572,61 @@ void cEntity::SetHealth(int a_Health) void cEntity::Tick(float a_Dt, cChunk & a_Chunk) { + if (m_InvulnerableTicks > 0) + { + m_InvulnerableTicks--; + } + if (m_AttachedTo != NULL) { - if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5) + 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()) + if (!a_Chunk.IsValid()) { - cChunk * NextChunk = a_Chunk.GetNeighborChunk(POSX_TOINT, POSZ_TOINT); - - if ((NextChunk == NULL) || !NextChunk->IsValid()) - { - return; - } + return; + } - TickBurning(*NextChunk); + // Position changed -> super::Tick() called + GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT) - if (GetPosY() < VOID_BOUNDARY) - { - TickInVoid(*NextChunk); - } - else - { - m_TicksSinceLastVoidDamage = 0; - } + TickBurning(*NextChunk); - if (IsMob() || IsPlayer()) - { - // Set swimming state - SetSwimState(*NextChunk); + if (GetPosY() < VOID_BOUNDARY) + { + TickInVoid(*NextChunk); + } + else + { + m_TicksSinceLastVoidDamage = 0; + } - // Handle drowning - HandleAir(); - } + if (IsMob() || IsPlayer() || IsPickup() || IsExpOrb()) + { + DetectCacti(); + } + if (IsMob() || IsPlayer()) + { + // Set swimming state + SetSwimState(*NextChunk); - HandlePhysics(a_Dt, *NextChunk); + // Handle drowning + HandleAir(); } + + // None of the above functions change position, we remain in the chunk of NextChunk + HandlePhysics(a_Dt, *NextChunk); } } @@ -559,34 +636,30 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk) 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()); - int BlockX = (int) floor(NextPos.x); - int BlockY = (int) floor(NextPos.y); - int BlockZ = (int) floor(NextPos.z); + Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ()); + Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ()); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { - // Outside of the world - - cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); - // See if we can commit our changes. If not, we will discard them. - if (NextChunk != NULL) - { - SetSpeed(NextSpeed); - NextPos += (NextSpeed * a_Dt); - SetPosition(NextPos); - } - + // Outside of the world + AddSpeedY(m_Gravity * a_Dt); + AddPosition(GetSpeed() * a_Dt); return; } - int RelBlockX = BlockX - (a_Chunk.GetPosX() * cChunkDef::Width); - int RelBlockZ = BlockZ - (a_Chunk.GetPosZ() * cChunkDef::Width); - BLOCKTYPE BlockIn = a_Chunk.GetBlock( RelBlockX, BlockY, RelBlockZ ); - BLOCKTYPE BlockBelow = (BlockY > 0) ? a_Chunk.GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; + 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 @@ -616,7 +689,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) bool IsNoAirSurrounding = true; for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) { - if (!a_Chunk.UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock)) + 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; @@ -730,30 +803,43 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) NextSpeed += m_WaterSpeed; - if( NextSpeed.SqrLength() > 0.f ) + if (NextSpeed.SqrLength() > 0.f) { - cTracer Tracer( GetWorld() ); - bool HasHit = Tracer.Trace( NextPos, NextSpeed, 2 ); - if (HasHit) // Oh noez! we hit something + 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) { - // Set to hit position + // 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 > 0) // means on ground + if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground { m_bOnGround = true; } - NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); - NextPos.x += Tracer.HitNormal.x * 0.3f; - NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot - NextPos.z += Tracer.HitNormal.z * 0.3f; + + // 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); } } @@ -764,20 +850,8 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) } } - BlockX = (int) floor(NextPos.x); - BlockZ = (int) floor(NextPos.z); - - cChunk * NextChunk = a_Chunk.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); - } + SetPosition(NextPos); + SetSpeed(NextSpeed); } @@ -788,6 +862,14 @@ 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) @@ -795,7 +877,10 @@ void cEntity::TickBurning(cChunk & a_Chunk) m_TicksSinceLastBurnDamage++; if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE) { - TakeDamage(dtOnFire, NULL, BURN_DAMAGE, 0); + if (!m_IsFireproof) + { + TakeDamage(dtOnFire, NULL, BURN_DAMAGE, 0); + } m_TicksSinceLastBurnDamage = 0; } m_TicksLeftBurning--; @@ -806,7 +891,7 @@ void cEntity::TickBurning(cChunk & a_Chunk) 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 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; @@ -863,7 +948,10 @@ void cEntity::TickBurning(cChunk & a_Chunk) m_TicksSinceLastLavaDamage++; if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE) { - TakeDamage(dtLavaContact, NULL, LAVA_DAMAGE, 0); + if (!m_IsFireproof) + { + TakeDamage(dtLavaContact, NULL, LAVA_DAMAGE, 0); + } m_TicksSinceLastLavaDamage = 0; } } @@ -881,7 +969,10 @@ void cEntity::TickBurning(cChunk & a_Chunk) m_TicksSinceLastFireDamage++; if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE) { - TakeDamage(dtFireContact, NULL, FIRE_DAMAGE, 0); + if (!m_IsFireproof) + { + TakeDamage(dtFireContact, NULL, FIRE_DAMAGE, 0); + } m_TicksSinceLastFireDamage = 0; } } @@ -922,6 +1013,27 @@ void cEntity::TickInVoid(cChunk & a_Chunk) +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); @@ -941,9 +1053,9 @@ void cEntity::SetSwimState(cChunk & a_Chunk) { // This sometimes happens on Linux machines // Ref.: http://forum.mc-server.org/showthread.php?tid=1244 - LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}", - RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ() - ); + LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}", + RelX, RelY, GetPosX(), GetPosZ() + ); m_IsSwimming = false; m_IsSubmerged = false; return; @@ -959,6 +1071,17 @@ void cEntity::SetSwimState(cChunk & a_Chunk) +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 @@ -981,13 +1104,13 @@ void cEntity::HandleAir(void) } else { - m_AirTickTimer -= 1; + m_AirTickTimer--; } } else { // Reduce air supply - m_AirLevel -= 1; + m_AirLevel--; } } else @@ -1040,6 +1163,16 @@ void cEntity::SetMaxHealth(int 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) { @@ -1099,72 +1232,70 @@ void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) 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) + // Process packet sending every two ticks + if (GetWorld()->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))) + double SpeedSqr = GetSpeed().SqrLength(); + if (SpeedSqr == 0.0) { - // - 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; + // 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 { - 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) + // 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_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_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(); + // 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 { - if (m_bDirtyOrientation) - { - m_World->BroadcastEntityLook(*this,a_Exclude); - m_bDirtyOrientation = false; - } - } + // 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_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; + } } } @@ -1303,9 +1434,7 @@ void cEntity::SetRoll(double a_Roll) 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(); + DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); } @@ -1313,9 +1442,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) void cEntity::SetSpeedX(double a_SpeedX) { - m_Speed.x = a_SpeedX; - m_bDirtySpeed = true; - WrapSpeed(); + SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z); } @@ -1323,9 +1450,7 @@ void cEntity::SetSpeedX(double a_SpeedX) void cEntity::SetSpeedY(double a_SpeedY) { - m_Speed.y = a_SpeedY; - m_bDirtySpeed = true; - WrapSpeed(); + SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z); } @@ -1333,9 +1458,7 @@ void cEntity::SetSpeedY(double a_SpeedY) void cEntity::SetSpeedZ(double a_SpeedZ) { - m_Speed.z = a_SpeedZ; - m_bDirtySpeed = true; - WrapSpeed(); + SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ); } @@ -1354,7 +1477,7 @@ void cEntity::SetWidth(double a_Width) void cEntity::AddPosX(double a_AddPosX) { m_Pos.x += a_AddPosX; - m_bDirtyPosition = true; + } @@ -1363,7 +1486,7 @@ void cEntity::AddPosX(double a_AddPosX) void cEntity::AddPosY(double a_AddPosY) { m_Pos.y += a_AddPosY; - m_bDirtyPosition = true; + } @@ -1372,7 +1495,7 @@ void cEntity::AddPosY(double a_AddPosY) void cEntity::AddPosZ(double a_AddPosZ) { m_Pos.z += a_AddPosZ; - m_bDirtyPosition = true; + } @@ -1383,7 +1506,7 @@ 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; + } @@ -1393,8 +1516,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed { m_Speed.x += a_AddSpeedX; m_Speed.y += a_AddSpeedY; - m_Speed.z += a_AddSpeedZ; - m_bDirtySpeed = true; + m_Speed.z += a_AddSpeedZ; WrapSpeed(); } @@ -1404,8 +1526,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed void cEntity::AddSpeedX(double a_AddSpeedX) { - m_Speed.x += a_AddSpeedX; - m_bDirtySpeed = true; + m_Speed.x += a_AddSpeedX; WrapSpeed(); } @@ -1415,8 +1536,7 @@ void cEntity::AddSpeedX(double a_AddSpeedX) void cEntity::AddSpeedY(double a_AddSpeedY) { - m_Speed.y += a_AddSpeedY; - m_bDirtySpeed = true; + m_Speed.y += a_AddSpeedY; WrapSpeed(); } @@ -1426,8 +1546,7 @@ void cEntity::AddSpeedY(double a_AddSpeedY) void cEntity::AddSpeedZ(double a_AddSpeedZ) { - m_Speed.z += a_AddSpeedZ; - m_bDirtySpeed = true; + m_Speed.z += a_AddSpeedZ; WrapSpeed(); } @@ -1482,8 +1601,7 @@ Vector3d cEntity::GetLookVector(void) const // 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; + m_Pos.Set(a_PosX, a_PosY, a_PosZ); } @@ -1492,8 +1610,7 @@ void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ) void cEntity::SetPosX(double a_PosX) { - m_Pos.x = a_PosX; - m_bDirtyPosition = true; + m_Pos.x = a_PosX; } @@ -1502,8 +1619,7 @@ void cEntity::SetPosX(double a_PosX) void cEntity::SetPosY(double a_PosY) { - m_Pos.y = a_PosY; - m_bDirtyPosition = true; + m_Pos.y = a_PosY; } @@ -1513,7 +1629,6 @@ void cEntity::SetPosY(double a_PosY) void cEntity::SetPosZ(double a_PosZ) { m_Pos.z = a_PosZ; - m_bDirtyPosition = true; } |