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-rw-r--r--src/Entities/Entity.cpp416
1 files changed, 246 insertions, 170 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 8ef45f1a5..4cf10a219 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++;
@@ -293,17 +291,23 @@ 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()))
@@ -325,17 +329,49 @@ 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);
}
+ return true;
}
@@ -380,11 +416,8 @@ 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 +432,34 @@ 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 +537,7 @@ 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);
}
@@ -510,6 +568,11 @@ 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)
@@ -519,37 +582,36 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
}
else
{
- if (a_Chunk.IsValid())
+ if (!a_Chunk.IsValid())
{
- cChunk * NextChunk = a_Chunk.GetNeighborChunk(POSX_TOINT, POSZ_TOINT);
+ return;
+ }
- if ((NextChunk == NULL) || !NextChunk->IsValid())
- {
- return;
- }
+ // Position changed -> super::Tick() called
+ GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)
- TickBurning(*NextChunk);
+ TickBurning(*NextChunk);
- if (GetPosY() < VOID_BOUNDARY)
- {
- TickInVoid(*NextChunk);
- }
- else
- {
- m_TicksSinceLastVoidDamage = 0;
- }
-
- if (IsMob() || IsPlayer())
- {
- // Set swimming state
- SetSwimState(*NextChunk);
+ if (GetPosY() < VOID_BOUNDARY)
+ {
+ TickInVoid(*NextChunk);
+ }
+ else
+ {
+ m_TicksSinceLastVoidDamage = 0;
+ }
- // Handle drowning
- HandleAir();
- }
+ 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 +621,30 @@ 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 +674,7 @@ 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 +788,43 @@ 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 +835,8 @@ 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 +847,14 @@ 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 +862,10 @@ 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 +876,7 @@ 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 +933,10 @@ 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 +954,10 @@ 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;
}
}
@@ -941,9 +1017,9 @@ 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;
@@ -981,13 +1057,13 @@ void cEntity::HandleAir(void)
}
else
{
- m_AirTickTimer -= 1;
+ m_AirTickTimer--;
}
}
else
{
// Reduce air supply
- m_AirLevel -= 1;
+ m_AirLevel--;
}
}
else
@@ -1040,6 +1116,16 @@ 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 +1185,70 @@ 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))
+ // Process packet sending every two ticks
+ if (GetWorld()->GetWorldAge() % 2 == 0)
{
- 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)))
+ 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;
+ }
}
}
@@ -1304,7 +1388,7 @@ 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();
}
@@ -1314,7 +1398,7 @@ 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();
}
@@ -1324,7 +1408,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
void cEntity::SetSpeedY(double a_SpeedY)
{
m_Speed.y = a_SpeedY;
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1334,7 +1418,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
void cEntity::SetSpeedZ(double a_SpeedZ)
{
m_Speed.z = a_SpeedZ;
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1354,7 +1438,7 @@ void cEntity::SetWidth(double a_Width)
void cEntity::AddPosX(double a_AddPosX)
{
m_Pos.x += a_AddPosX;
- m_bDirtyPosition = true;
+
}
@@ -1363,7 +1447,7 @@ void cEntity::AddPosX(double a_AddPosX)
void cEntity::AddPosY(double a_AddPosY)
{
m_Pos.y += a_AddPosY;
- m_bDirtyPosition = true;
+
}
@@ -1372,7 +1456,7 @@ void cEntity::AddPosY(double a_AddPosY)
void cEntity::AddPosZ(double a_AddPosZ)
{
m_Pos.z += a_AddPosZ;
- m_bDirtyPosition = true;
+
}
@@ -1383,7 +1467,7 @@ 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 +1477,7 @@ 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 +1487,7 @@ 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 +1497,7 @@ 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 +1507,7 @@ 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 +1562,7 @@ 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 +1571,7 @@ 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 +1580,7 @@ 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 +1590,6 @@ void cEntity::SetPosY(double a_PosY)
void cEntity::SetPosZ(double a_PosZ)
{
m_Pos.z = a_PosZ;
- m_bDirtyPosition = true;
}