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-rw-r--r--source/Entity.cpp1292
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);
-}
-
-
-
-