diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 380 |
1 files changed, 192 insertions, 188 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 96e8c15a5..3eac0e2e8 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -521,27 +521,35 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk) { if (a_Chunk.IsValid()) { - HandlePhysics(a_Dt, a_Chunk); - } - } - if (a_Chunk.IsValid()) - { - TickBurning(a_Chunk); - } - if ((a_Chunk.IsValid()) && (GetPosY() < -46)) - { - TickInVoid(a_Chunk); - } - else - m_TicksSinceLastVoidDamage = 0; + cChunk * NextChunk = a_Chunk.GetNeighborChunk(POSX_TOINT, POSZ_TOINT); - if (IsMob() || IsPlayer()) - { - // Set swimming state - SetSwimState(a_Chunk); + if ((NextChunk == NULL) || !NextChunk->IsValid()) + { + return; + } + + TickBurning(*NextChunk); - // Handle drowning - HandleAir(); + if (GetPosY() < VOID_BOUNDARY) + { + TickInVoid(*NextChunk); + } + else + { + m_TicksSinceLastVoidDamage = 0; + } + + if (IsMob() || IsPlayer()) + { + // Set swimming state + SetSwimState(*NextChunk); + + // Handle drowning + HandleAir(); + } + + HandlePhysics(a_Dt, *NextChunk); + } } } @@ -562,7 +570,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) 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) @@ -571,210 +579,208 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) NextPos += (NextSpeed * a_Dt); SetPosition(NextPos); } + 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 - (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; + if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block { - 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 (m_bOnGround) // check if it's still on the ground + if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water. { - if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water. - { - m_bOnGround = false; - } + m_bOnGround = false; } } - else - { - // Push out entity. - BLOCKTYPE GotBlock; + } + 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++) + 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 (!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; - } - if (!cBlockInfo::IsSolid(GotBlock)) - { - NextPos.x += gCrossCoords[i].x; - NextPos.z += gCrossCoords[i].z; - IsNoAirSurrounding = false; - break; - } - } // for i - gCrossCoords[] - - if (IsNoAirSurrounding) + // The pickup is too close to an unloaded chunk, bail out of any physics handling + return; + } + if (!cBlockInfo::IsSolid(GotBlock)) { - NextPos.y += 0.5; + 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; + m_bOnGround = true; - /* - // DEBUG: - LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", - m_UniqueID, GetClass(), BlockX, BlockY, BlockZ - ); - */ - } + /* + // DEBUG: + LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", + m_UniqueID, GetClass(), BlockX, BlockY, BlockZ + ); + */ + } - if (!m_bOnGround) + if (!m_bOnGround) + { + float fallspeed; + if (IsBlockWater(BlockIn)) { - 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; + 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 { - // Friction - if (NextSpeed.SqrLength() > 0.0004f) + // 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 *= 0.7f / (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; - } + 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; - } + // 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); + //Get water direction + Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); - m_WaterSpeed *= 0.9f; //Reduce speed each tick + 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: + 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.x) < 0.05) + { + m_WaterSpeed.x = 0; + } - if (fabs(m_WaterSpeed.z) < 0.05) - { - m_WaterSpeed.z = 0; - } + if (fabs(m_WaterSpeed.z) < 0.05) + { + m_WaterSpeed.z = 0; + } - NextSpeed += m_WaterSpeed; + NextSpeed += m_WaterSpeed; - if( NextSpeed.SqrLength() > 0.f ) + if( NextSpeed.SqrLength() > 0.f ) + { + cTracer Tracer( GetWorld() ); + int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); + if( Ret ) // Oh noez! we hit something { - 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() ) { - // Set to hit position - if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) + if( Ret == 1 ) { - 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 { - 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; - } + 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; - } - else - { - NextPos += (NextSpeed * a_Dt); } + 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; } 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) + else { - 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); + // We didn't hit anything, so move =] + NextPos += (NextSpeed * a_Dt); } } + + 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); + } } @@ -815,14 +821,13 @@ void cEntity::TickBurning(cChunk & a_Chunk) { 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)) + BLOCKTYPE Block; + a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block); + + switch (Block) { case E_BLOCK_FIRE: { @@ -922,7 +927,7 @@ void cEntity::TickInVoid(cChunk & a_Chunk) void cEntity::SetSwimState(cChunk & a_Chunk) { - int RelY = (int)floor(m_LastPosY + 0.1); + int RelY = (int)floor(GetPosY() + 0.1); if ((RelY < 0) || (RelY >= cChunkDef::Height - 1)) { m_IsSwimming = false; @@ -931,11 +936,10 @@ void cEntity::SetSwimState(cChunk & a_Chunk) } BLOCKTYPE BlockIn; - int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width; - int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width; + int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width; + int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width; // Check if the player is swimming: - // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)) { // This sometimes happens on Linux machines |