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