#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Entity.h" #include "../World.h" #include "../Root.h" #include "../Matrix4.h" #include "../ClientHandle.h" #include "../Chunk.h" #include "../Simulator/FluidSimulator.h" #include "../Bindings/PluginManager.h" #include "../LineBlockTracer.h" #include "Player.h" #include "Items/ItemHandler.h" #include "../FastRandom.h" #include "../NetherPortalScanner.h" static UInt32 GetNextUniqueID(void) { static std::atomic counter(1); return counter.fetch_add(1); } //////////////////////////////////////////////////////////////////////////////// // cEntity: cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height): m_UniqueID(GetNextUniqueID()), m_Health(1), m_MaxHealth(1), m_AttachedTo(nullptr), m_Attachee(nullptr), m_bDirtyHead(true), m_bDirtyOrientation(true), m_bHasSentNoSpeed(true), m_bOnGround(false), m_Gravity(-9.81f), m_AirDrag(0.02f), m_LastPosition(a_X, a_Y, a_Z), m_EntityType(a_EntityType), m_World(nullptr), m_IsWorldChangeScheduled(false), m_IsFireproof(false), m_TicksSinceLastBurnDamage(0), m_TicksSinceLastLavaDamage(0), m_TicksSinceLastFireDamage(0), m_TicksLeftBurning(0), m_TicksSinceLastVoidDamage(0), m_IsSwimming(false), m_IsSubmerged(false), m_AirLevel(MAX_AIR_LEVEL), m_AirTickTimer(DROWNING_TICKS), m_TicksAlive(0), m_IsTicking(false), m_ParentChunk(nullptr), m_HeadYaw(0.0), m_Rot(0.0, 0.0, 0.0), m_Position(a_X, a_Y, a_Z), m_LastSentPosition(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) { } cEntity::~cEntity() { // Before deleting, the entity needs to have been removed from the world, if ever added ASSERT((m_World == nullptr) || !m_World->HasEntity(m_UniqueID)); ASSERT(!IsTicking()); /* // DEBUG: 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 != nullptr) { Detach(); } if (m_Attachee != nullptr) { m_Attachee->Detach(); } } 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(OwnedEntity a_Self, cWorld & a_EntityWorld) { if (cPluginManager::Get()->CallHookSpawningEntity(a_EntityWorld, *this)) { return false; } /* // DEBUG: LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}", m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z ); */ ASSERT(m_World == nullptr); ASSERT(GetParentChunk() == nullptr); a_EntityWorld.AddEntity(std::move(a_Self)); ASSERT(m_World != nullptr); cPluginManager::Get()->CallHookSpawnedEntity(a_EntityWorld, *this); // Spawn the entity on the clients: a_EntityWorld.BroadcastSpawnEntity(*this); // If has any mob leashed broadcast every leashed entity to this if (HasAnyMobLeashed()) { for (auto LeashedMob : m_LeashedMobs) { m_World->BroadcastLeashEntity(*LeashedMob, *this); } } return true; } void cEntity::WrapHeadYaw(void) { m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw); } void cEntity::WrapRotation(void) { m_Rot.x = NormalizeAngleDegrees(m_Rot.x); m_Rot.y = NormalizeAngleDegrees(m_Rot.y); } void cEntity::WrapSpeed(void) { 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); } void cEntity::SetParentChunk(cChunk * a_Chunk) { m_ParentChunk = a_Chunk; } cChunk * cEntity::GetParentChunk() { return m_ParentChunk; } void cEntity::Destroy(bool a_ShouldBroadcast) { ASSERT(IsTicking()); ASSERT(GetParentChunk() != nullptr); SetIsTicking(false); // Unleash leashed mobs while (!m_LeashedMobs.empty()) { m_LeashedMobs.front()->Unleash(true, true); } if (a_ShouldBroadcast) { m_World->BroadcastDestroyEntity(*this); } cChunk * ParentChunk = GetParentChunk(); // Destroy the entity after two seconds, to give time for all raw pointers such as m_Target // to de-target this entity. This is a temporary solution. m_World->ScheduleTask(40, [this, ParentChunk](cWorld & a_World) { LOGD("Destroying entity #%i (%s) from chunk (%d, %d)", this->GetUniqueID(), this->GetClass(), ParentChunk->GetPosX(), ParentChunk->GetPosZ() ); // Make sure that RemoveEntity returned a valid smart pointer // Also, not storing the returned pointer means automatic destruction VERIFY(ParentChunk->RemoveEntity(*this)); }); Destroyed(); } void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast) { SetIsTicking(false); if (a_ShouldBroadcast) { m_World->BroadcastDestroyEntity(*this); } 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 ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage); int EnchantmentCover = GetEnchantmentCoverAgainst(a_Attacker, a_DamageType, a_RawDamage); int FinalDamage = a_RawDamage - ArmorCover - EnchantmentCover; if ((FinalDamage == 0) && (a_RawDamage > 0)) { // Nobody's invincible FinalDamage = 1; } ApplyArmorDamage(ArmorCover); cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount); } void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount) { class cFindEntity : public cEntityCallback { public: cEntity * m_Entity; eDamageType m_DamageType; int m_RawDamage; double m_KnockbackAmount; virtual bool Item(cEntity * a_Attacker) override { cPawn * Attacker; if (a_Attacker->IsPawn()) { Attacker = static_cast(a_Attacker); } else { Attacker = nullptr; } m_Entity->TakeDamage(m_DamageType, Attacker, m_RawDamage, m_KnockbackAmount); return true; } } Callback; Callback.m_Entity = this; Callback.m_DamageType = a_DamageType; Callback.m_RawDamage = a_RawDamage; Callback.m_KnockbackAmount = a_KnockbackAmount; m_World->DoWithEntityByID(a_AttackerID, Callback); } void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount) { TakeDamageInfo TDI; TDI.DamageType = a_DamageType; if ((a_Attacker != nullptr) && a_Attacker->IsPawn()) { TDI.Attacker = a_Attacker; } else { TDI.Attacker = nullptr; } TDI.RawDamage = a_RawDamage; TDI.FinalDamage = a_FinalDamage; Vector3d Heading(0, 0, 0); if (a_Attacker != nullptr) { Heading = a_Attacker->GetLookVector(); } TDI.Knockback = Heading * a_KnockbackAmount; DoTakeDamage(TDI); } void cEntity::SetYawFromSpeed(void) { const double EPS = 0.0000001; if ((std::abs(m_Speed.x) < EPS) && (std::abs(m_Speed.z) < EPS)) { // atan2() may overflow or is undefined, pick any number SetYaw(0); return; } SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / M_PI); } void cEntity::SetPitchFromSpeed(void) { const double EPS = 0.0000001; double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component if ((std::abs(xz) < EPS) && (std::abs(m_Speed.y) < EPS)) { // atan2() may overflow or is undefined, pick any number SetPitch(0); return; } SetPitch(atan2(m_Speed.y, xz) * 180 / M_PI); } bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) { if (m_Health <= 0) { // Can't take damage if already dead return false; } if (m_InvulnerableTicks > 0) { // Entity is invulnerable return false; } if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI)) { return false; } if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer())) { cPlayer * Player = reinterpret_cast(a_TDI.Attacker); Player->GetEquippedItem().GetHandler()->OnEntityAttack(Player, this); // IsOnGround() only is false if the player is moving downwards // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments; int SharpnessLevel = static_cast(Enchantments.GetLevel(cEnchantments::enchSharpness)); int SmiteLevel = static_cast(Enchantments.GetLevel(cEnchantments::enchSmite)); int BaneOfArthropodsLevel = static_cast(Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods)); if (SharpnessLevel > 0) { a_TDI.FinalDamage += static_cast(ceil(1.25 * SharpnessLevel)); } else if (SmiteLevel > 0) { if (IsMob()) { cMonster * Monster = reinterpret_cast(this); switch (Monster->GetMobType()) { case mtSkeleton: case mtZombie: case mtWither: case mtZombiePigman: { a_TDI.FinalDamage += static_cast(ceil(2.5 * SmiteLevel)); break; } default: break; } } } else if (BaneOfArthropodsLevel > 0) { if (IsMob()) { cMonster * Monster = reinterpret_cast(this); switch (Monster->GetMobType()) { case mtSpider: case mtCaveSpider: case mtSilverfish: { a_TDI.RawDamage += static_cast(ceil(2.5 * BaneOfArthropodsLevel)); // The duration of the effect is a random value between 1 and 1.5 seconds at level I, // increasing the max duration by 0.5 seconds each level // Ref: https://minecraft.gamepedia.com/Enchanting#Bane_of_Arthropods int Duration = 20 + GetRandomProvider().RandInt(BaneOfArthropodsLevel * 10); // Duration in ticks Monster->AddEntityEffect(cEntityEffect::effSlowness, Duration, 4); break; } default: break; } } } int FireAspectLevel = static_cast(Enchantments.GetLevel(cEnchantments::enchFireAspect)); if (FireAspectLevel > 0) { int BurnTicks = 3; if (FireAspectLevel > 1) { BurnTicks += 4 * (FireAspectLevel - 1); } if (!IsMob() && !IsSubmerged() && !IsSwimming()) { StartBurning(BurnTicks * 20); } else if (IsMob() && !IsSubmerged() && !IsSwimming()) { cMonster * Monster = reinterpret_cast(this); switch (Monster->GetMobType()) { case mtGhast: case mtZombiePigman: case mtMagmaCube: { break; } default: StartBurning(BurnTicks * 20); } } } unsigned int ThornsLevel = 0; const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() }; for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++) { const cItem & Item = ArmorItems[i]; ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns)); } if (ThornsLevel > 0) { int Chance = static_cast(ThornsLevel * 15); auto & Random = GetRandomProvider(); if (Random.RandBool(Chance / 100.0)) { a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.RandInt(1, 4), 0); } } if (!Player->IsOnGround()) { if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack)) { a_TDI.FinalDamage += 2; m_World->BroadcastEntityAnimation(*this, 4); // Critical hit } } Player->GetStatManager().AddValue(statDamageDealt, static_cast(floor(a_TDI.FinalDamage * 10 + 0.5))); } m_Health -= static_cast(a_TDI.FinalDamage); m_Health = std::max(m_Health, 0); // Add knockback: if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr)) { AddSpeed(a_TDI.Knockback); } m_World->BroadcastEntityStatus(*this, esGenericHurt); m_InvulnerableTicks = 10; if (m_Health <= 0) { KilledBy(a_TDI); if (a_TDI.Attacker != nullptr) { a_TDI.Attacker->Killed(this); } } return true; } int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver) { // Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items // Ref: https://minecraft.gamepedia.com/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; } void cEntity::ApplyArmorDamage(int DamageBlocked) { // cEntities don't necessarily have armor to damage. return; } bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType) { // Ref.: https://minecraft.gamepedia.com/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 dtEnderPearl: case dtStarving: case dtInVoid: case dtPoisoning: case dtWithering: case dtPotionOfHarming: case dtFalling: case dtLightning: case dtPlugin: { return false; } case dtAttack: case dtArrowAttack: case dtCactusContact: case dtLavaContact: case dtFireContact: case dtExplosion: { return true; } } ASSERT(!"Invalid damage type!"); #ifndef __clang__ return false; #endif } int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage) { int TotalEPF = 0.0; const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() }; for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++) { const cItem & Item = ArmorItems[i]; if ((a_DamageType != dtInVoid) && (a_DamageType != dtAdmin) && (a_DamageType != dtStarving)) { TotalEPF += static_cast(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)) * 1; } if ((a_DamageType == dtBurning) || (a_DamageType == dtFireContact) || (a_DamageType == dtLavaContact)) { TotalEPF += static_cast(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)) * 2; } if ((a_DamageType == dtFalling) || (a_DamageType == dtEnderPearl)) { TotalEPF += static_cast(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)) * 3; } if (a_DamageType == dtExplosion) { TotalEPF += static_cast(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)) * 2; } // Note: Also blocks against fire charges, etc. if (a_DamageType == dtProjectile) { TotalEPF += static_cast(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)) * 2; } } int CappedEPF = std::min(20, TotalEPF); return static_cast(a_Damage * CappedEPF / 25.0); } 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.: https://minecraft.gamepedia.com/Armor#Defense_points int ArmorValue = 0; int Toughness = 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; Toughness += 2; 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; Toughness += 2; 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; Toughness += 2; 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; Toughness += 2; break; } // TODO: Special armor cases, such as wool, saddles, dog's collar // Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20 double Reduction = std::max(ArmorValue / 5.0, ArmorValue - a_Damage / (2 + Toughness / 4.0)); return static_cast(a_Damage * std::min(20.0, Reduction) / 25.0); } double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver) { // Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit double Knockback = 11; // If we're sprinting, bump up the knockback if (IsSprinting()) { Knockback = 16; } // Check for knockback enchantments (punch only applies to shot arrows) unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); Knockback += 10 * KnockbackLevel; return Knockback; } void cEntity::KilledBy(TakeDamageInfo & a_TDI) { m_Health = 0; cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_TDI.Attacker, a_TDI); if (m_Health > 0) { // Plugin wants to 'unkill' the pawn. Abort return; } // If the victim is a player the hook is handled by the cPlayer class if (!IsPlayer()) { AString emptystring = AString(""); cRoot::Get()->GetPluginManager()->CallHookKilled(*this, a_TDI, emptystring); } // Drop loot: cItems Drops; GetDrops(Drops, a_TDI.Attacker); m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ()); m_World->BroadcastEntityStatus(*this, esGenericDead); } void cEntity::Heal(int a_HitPoints) { m_Health += a_HitPoints; m_Health = std::min(m_Health, m_MaxHealth); } void cEntity::SetHealth(int a_Health) { m_Health = Clamp(a_Health, 0, m_MaxHealth); } void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { ASSERT(IsTicking()); ASSERT(GetWorld() != nullptr); m_TicksAlive++; if (m_InvulnerableTicks > 0) { m_InvulnerableTicks--; } if ((GetPosY() < 0) && (!IsPlayer())) { Destroy(); return; } if (m_AttachedTo != nullptr) { SetPosition(m_AttachedTo->GetPosition()); } else { if (!a_Chunk.IsValid()) { return; } // Position changed -> super::Tick() called GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT) TickBurning(*NextChunk); if (GetPosY() < VOID_BOUNDARY) { TickInVoid(*NextChunk); } else { m_TicksSinceLastVoidDamage = 0; } if ( IsMob() || IsPickup() || IsExpOrb() || (IsPlayer() && !((reinterpret_cast(this))->IsGameModeCreative() || (reinterpret_cast(this))->IsGameModeSpectator())) ) { DetectCacti(); } if (IsMob() || IsPlayer()) { // Set swimming state SetSwimState(*NextChunk); // Handle drowning HandleAir(); } if (!DetectPortal()) // Our chunk is invalid if we have moved to another world { // None of the above functions changed position, we remain in the chunk of NextChunk HandlePhysics(a_Dt, *NextChunk); } } } void cEntity::HandlePhysics(std::chrono::milliseconds 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. auto DtSec = std::chrono::duration_cast>(a_Dt); Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ()); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world AddSpeedY(m_Gravity * DtSec.count()); AddPosition(GetSpeed() * DtSec.count()); return; } 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 (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water. { m_bOnGround = false; } } } 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++) { 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) { NextPos.y += 0.5; } m_bHasSentNoSpeed = false; // this unlocks movement sending to client in BroadcastMovementUpdate function m_bOnGround = true; /* // DEBUG: LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ ); */ } if (!m_bOnGround) { double fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = m_Gravity * DtSec.count() / 3; // Fall 3x slower in water ApplyFriction(NextSpeed, 0.7, static_cast(DtSec.count())); } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; // Reduce overall falling speed fallspeed = 0; // No falling } else { // Normal gravity fallspeed = m_Gravity * DtSec.count(); NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec.count(); } NextSpeed.y += static_cast(fallspeed); // A real boat floats if (IsBoat()) { // Find top water block and sit there int NextBlockY = BlockY; BLOCKTYPE NextBlock = NextChunk->GetBlock(RelBlockX, NextBlockY, RelBlockZ); while (IsBlockWater(NextBlock)) { NextBlock = NextChunk->GetBlock(RelBlockX, ++NextBlockY, RelBlockZ); } NextPos.y = NextBlockY - 0.5; NextSpeed.y = 0; } } else { ApplyFriction(NextSpeed, 0.7, static_cast(DtSec.count())); } // 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 *= 0.9; // 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: { 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() > 0.0f) { Vector3d HitCoords; Vector3i HitBlockCoords; eBlockFace HitBlockFace; Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count(); auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace); if (isHit) { // Set our position to where the block was hit, minus a bit: // TODO: The real entity's m_Width should be taken into account here NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1; if (HitBlockFace == BLOCK_FACE_YP) { // We hit the ground, adjust the position to the top of the block: m_bOnGround = true; NextPos.y = HitBlockCoords.y + 1; } // Avoid movement in the direction of the blockface that has been hit: switch (HitBlockFace) { case BLOCK_FACE_XM: case BLOCK_FACE_XP: { NextSpeed.x = 0; break; } case BLOCK_FACE_YM: case BLOCK_FACE_YP: { NextSpeed.y = 0; break; } case BLOCK_FACE_ZM: case BLOCK_FACE_ZP: { NextSpeed.z = 0; break; } default: { break; } } } else { // We didn't hit anything, so move: NextPos += (NextSpeed * DtSec.count()); } } SetPosition(NextPos); SetSpeed(NextSpeed); } void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt) { if (a_Speed.SqrLength() > 0.0004f) { a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt); if (fabs(a_Speed.x) < 0.05) { a_Speed.x = 0; } a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt); if (fabs(a_Speed.z) < 0.05) { a_Speed.z = 0; } } } void cEntity::TickBurning(cChunk & a_Chunk) { // If we're about to change worlds, then we can't accurately determine whether we're in lava (#3939) if (m_IsWorldChangeScheduled) { return; } // Remember the current burning state: bool HasBeenBurning = (m_TicksLeftBurning > 0); if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT)) { if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT)) { m_TicksLeftBurning = 0; } } // Do the burning damage: if (m_TicksLeftBurning > 0) { m_TicksSinceLastBurnDamage++; if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE) { if (!IsFireproof()) { TakeDamage(dtOnFire, nullptr, BURN_DAMAGE, 0); } m_TicksSinceLastBurnDamage = 0; } m_TicksLeftBurning--; } // Update the burning times, based on surroundings: int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width; int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width; int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1); int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1); 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; for (int y = MinY; y <= MaxY; y++) { BLOCKTYPE Block; a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block); switch (Block) { 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) { if (!IsFireproof()) { TakeDamage(dtLavaContact, nullptr, 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) { if (!IsFireproof()) { TakeDamage(dtFireContact, nullptr, 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(); } } void cEntity::TickInVoid(cChunk & a_Chunk) { if (m_TicksSinceLastVoidDamage == 20) { TakeDamage(dtInVoid, nullptr, 2, 0); m_TicksSinceLastVoidDamage = 0; } else { m_TicksSinceLastVoidDamage++; } } 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)) || (((Y + 1) - GetPosY() < w) && (GetWorld()->GetBlock(X, Y + 1, Z) == E_BLOCK_CACTUS)) || ((GetPosY() - Y < 1) && (GetWorld()->GetBlock(X, Y - 1, Z) == E_BLOCK_CACTUS))) ) { TakeDamage(dtCactusContact, nullptr, 1, 0); } } void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown) { m_NewWorld = a_World; m_NewWorldPosition = a_NewPosition; m_IsWorldChangeScheduled = true; m_WorldChangeSetPortalCooldown = a_SetPortalCooldown; } bool cEntity::DetectPortal() { // If somebody scheduled a world change with ScheduleMoveToWorld, change worlds now. if (m_IsWorldChangeScheduled) { m_IsWorldChangeScheduled = false; if (m_WorldChangeSetPortalCooldown) { // Delay the portal check. m_PortalCooldownData.m_TicksDelayed = 0; m_PortalCooldownData.m_ShouldPreventTeleportation = true; } MoveToWorld(m_NewWorld, false, m_NewWorldPosition); return true; } if (GetWorld()->GetDimension() == dimOverworld) { if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty()) { // Teleportation to either dimension not enabled, don't bother proceeding return false; } } else if (GetWorld()->GetLinkedOverworldName().empty()) { // Overworld teleportation disabled, abort return false; } int X = POSX_TOINT, Y = POSY_TOINT, Z = POSZ_TOINT; if ((Y > 0) && (Y < cChunkDef::Height)) { switch (GetWorld()->GetBlock(X, Y, Z)) { case E_BLOCK_NETHER_PORTAL: { if (m_PortalCooldownData.m_ShouldPreventTeleportation) { // Just exited a portal, don't teleport again return false; } if (IsPlayer() && !(reinterpret_cast(this))->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80)) { // Delay teleportation for four seconds if the entity is a non-creative player m_PortalCooldownData.m_TicksDelayed++; return false; } m_PortalCooldownData.m_TicksDelayed = 0; // Nether portal in the nether if (GetWorld()->GetDimension() == dimNether) { if (GetWorld()->GetLinkedOverworldName().empty()) { return false; } cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName()); eDimension DestionationDim = DestinationWorld->GetDimension(); m_PortalCooldownData.m_ShouldPreventTeleportation = true; // Stop portals from working on respawn if (IsPlayer()) { // Send a respawn packet before world is loaded / generated so the client isn't left in limbo (reinterpret_cast(this))->GetClientHandle()->SendRespawn(DestionationDim); } Vector3d TargetPos = GetPosition(); TargetPos.x *= 8.0; TargetPos.z *= 8.0; cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName()); ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start() LOGD("Jumping %s -> %s", DimensionToString(dimNether).c_str(), DimensionToString(DestionationDim).c_str()); new cNetherPortalScanner(this, TargetWorld, TargetPos, cChunkDef::Height); return true; } // Nether portal in the overworld else { if (GetWorld()->GetLinkedNetherWorldName().empty()) { return false; } cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName()); eDimension DestionationDim = DestinationWorld->GetDimension(); m_PortalCooldownData.m_ShouldPreventTeleportation = true; if (IsPlayer()) { if (DestionationDim == dimNether) { reinterpret_cast(this)->AwardAchievement(achEnterPortal); } reinterpret_cast(this)->GetClientHandle()->SendRespawn(DestionationDim); } Vector3d TargetPos = GetPosition(); TargetPos.x /= 8.0; TargetPos.z /= 8.0; cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName()); ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start() LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str()); new cNetherPortalScanner(this, TargetWorld, TargetPos, (cChunkDef::Height / 2)); return true; } } case E_BLOCK_END_PORTAL: { if (m_PortalCooldownData.m_ShouldPreventTeleportation) { return false; } // End portal in the end if (GetWorld()->GetDimension() == dimEnd) { if (GetWorld()->GetLinkedOverworldName().empty()) { return false; } cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName()); eDimension DestionationDim = DestinationWorld->GetDimension(); m_PortalCooldownData.m_ShouldPreventTeleportation = true; if (IsPlayer()) { cPlayer * Player = reinterpret_cast(this); if (Player->GetBedWorld() == DestinationWorld) { Player->TeleportToCoords(Player->GetLastBedPos().x, Player->GetLastBedPos().y, Player->GetLastBedPos().z); } else { Player->TeleportToCoords(DestinationWorld->GetSpawnX(), DestinationWorld->GetSpawnY(), DestinationWorld->GetSpawnZ()); } Player->GetClientHandle()->SendRespawn(DestionationDim); } cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName()); ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start() LOGD("Jumping %s -> %s", DimensionToString(dimEnd).c_str(), DimensionToString(DestionationDim).c_str()); return MoveToWorld(TargetWorld, false); } // End portal in the overworld else { if (GetWorld()->GetLinkedEndWorldName().empty()) { return false; } cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName()); eDimension DestionationDim = DestinationWorld->GetDimension(); m_PortalCooldownData.m_ShouldPreventTeleportation = true; if (IsPlayer()) { if (DestionationDim == dimEnd) { reinterpret_cast(this)->AwardAchievement(achEnterTheEnd); } reinterpret_cast(this)->GetClientHandle()->SendRespawn(DestionationDim); } cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName()); ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start() LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str()); return MoveToWorld(TargetWorld, false); } } default: break; } } // Allow portals to work again m_PortalCooldownData.m_ShouldPreventTeleportation = false; m_PortalCooldownData.m_TicksDelayed = 0; return false; } bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) { UNUSED(a_ShouldSendRespawn); ASSERT(a_World != nullptr); ASSERT(IsTicking()); if (GetWorld() == a_World) { // Don't move to same world return false; } // Ask the plugins if the entity is allowed to changing the world if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, *a_World)) { // A Plugin doesn't allow the entity to changing the world return false; } // Stop ticking, in preperation for detaching from this world. SetIsTicking(false); // Tell others we are gone GetWorld()->BroadcastDestroyEntity(*this); // Set position to the new position SetPosition(a_NewPosition); // Stop all mobs from targeting this entity // Stop this entity from targeting other mobs if (this->IsMob()) { cMonster * Monster = static_cast(this); Monster->SetTarget(nullptr); Monster->StopEveryoneFromTargetingMe(); } // Queue add to new world and removal from the old one cWorld * OldWorld = GetWorld(); cChunk * ParentChunk = GetParentChunk(); SetWorld(a_World); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value OldWorld->QueueTask([this, ParentChunk, a_World](cWorld & a_OldWorld) { LOGD("Warping entity #%i (%s) from world \"%s\" to \"%s\". Source chunk: (%d, %d) ", this->GetUniqueID(), this->GetClass(), a_OldWorld.GetName().c_str(), a_World->GetName().c_str(), ParentChunk->GetPosX(), ParentChunk->GetPosZ() ); a_World->AddEntity(ParentChunk->RemoveEntity(*this)); cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*this, a_OldWorld); }); return true; } bool cEntity::MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) { return DoMoveToWorld(a_World, a_ShouldSendRespawn, a_NewPosition); } bool cEntity::MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn) { return MoveToWorld(a_World, a_ShouldSendRespawn, Vector3d(a_World->GetSpawnX(), a_World->GetSpawnY(), a_World->GetSpawnZ())); } bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn) { cWorld * World = cRoot::Get()->GetWorld(a_WorldName); if (World == nullptr) { LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName.c_str()); return false; } return DoMoveToWorld(World, a_ShouldSendRespawn, Vector3d(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ())); } void cEntity::SetSwimState(cChunk & a_Chunk) { int RelY = FloorC(GetPosY() + 0.1); if ((RelY < 0) || (RelY >= cChunkDef::Height - 1)) { m_IsSwimming = false; m_IsSubmerged = false; return; } BLOCKTYPE BlockIn; int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width; // Check if the player is swimming: if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)) { // This sometimes happens on Linux machines // Ref.: https://forum.cuberite.org/thread-1244.html LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}", RelX, RelY, GetPosX(), GetPosZ() ); m_IsSwimming = false; m_IsSubmerged = false; return; } m_IsSwimming = IsBlockWater(BlockIn); // Check if the player is submerged: VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn)); m_IsSubmerged = IsBlockWater(BlockIn); } void cEntity::SetIsTicking(bool a_IsTicking) { m_IsTicking = a_IsTicking; ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr))); // We shouldn't be ticking if we have no parent 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.: https://minecraft.gamepedia.com/Chunk_format // See if the entity is /submerged/ water (block above is water) // Get the type of block the entity is standing in: int RespirationLevel = static_cast(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration)); if (IsSubmerged()) { if (!IsPlayer()) // Players control themselves { SetSpeedY(1); // Float in the water } if (RespirationLevel > 0) { reinterpret_cast(this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0); } if (m_AirLevel <= 0) { // Runs the air tick timer to check whether the player should be damaged if (m_AirTickTimer <= 0) { // Damage player TakeDamage(dtDrowning, nullptr, 1, 1, 0); // Reset timer m_AirTickTimer = DROWNING_TICKS; } else { m_AirTickTimer--; } } else { // Reduce air supply m_AirLevel--; } } else { // Set the air back to maximum m_AirLevel = MAX_AIR_LEVEL; m_AirTickTimer = DROWNING_TICKS; if (RespirationLevel > 0) { m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20); } } } void cEntity::OnStartedBurning(void) { // Broadcast the change: m_World->BroadcastEntityMetadata(*this); } void cEntity::OnFinishedBurning(void) { // Broadcast the change: m_World->BroadcastEntityMetadata(*this); } void cEntity::SetMaxHealth(int a_MaxHealth) { m_MaxHealth = a_MaxHealth; // Reset health, if too high: m_Health = std::min(m_Health, a_MaxHealth); } void cEntity::SetIsFireproof(bool a_IsFireproof) { m_IsFireproof = a_IsFireproof; } 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(); } 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) { // ask the plugins to allow teleport to the new position. if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ))) { SetPosition(a_PosX, a_PosY, a_PosZ); m_World->BroadcastTeleportEntity(*this); } } void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude) { // Process packet sending every two ticks if (GetWorld()->GetWorldAge() % 2 == 0) { double SpeedSqr = GetSpeed().SqrLength(); if (SpeedSqr == 0.0) { // 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 { // Movin' m_World->BroadcastEntityVelocity(*this, a_Exclude); m_bHasSentNoSpeed = false; } // Only send movement if speed is not 0 and 'no speed' was sent to client if (!m_bHasSentNoSpeed || IsPlayer()) { // 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 = FloorC(GetPosX() * 32.0) - FloorC(m_LastSentPosition.x * 32.0); int DiffY = FloorC(GetPosY() * 32.0) - FloorC(m_LastSentPosition.y * 32.0); int DiffZ = FloorC(GetPosZ() * 32.0) - FloorC(m_LastSentPosition.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, static_cast(DiffX), static_cast(DiffY), static_cast(DiffZ), a_Exclude); m_bDirtyOrientation = false; } else { m_World->BroadcastEntityRelMove(*this, static_cast(DiffX), static_cast(DiffY), static_cast(DiffZ), a_Exclude); } // 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_LastSentPosition stores this position m_LastSentPosition = GetPosition(); } else { // Too big a movement, do a teleport m_World->BroadcastTeleportEntity(*this, a_Exclude); m_LastSentPosition = GetPosition(); // See above m_bDirtyOrientation = false; } } } if (m_bDirtyHead) { 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; } } } cEntity * cEntity::GetAttached() { return m_AttachedTo; } void cEntity::AttachTo(cEntity * a_AttachTo) { if (m_AttachedTo == a_AttachTo) { // Already attached to that entity, nothing to do here return; } if (m_AttachedTo != nullptr) { // Detach from any previous entity: Detach(); } // Update state information m_AttachedTo = a_AttachTo; a_AttachTo->m_Attachee = this; if (a_AttachTo != nullptr) { m_World->BroadcastAttachEntity(*this, *a_AttachTo); } } void cEntity::Detach(void) { if (m_AttachedTo == nullptr) { // Already not attached to any entity, our work is done return; } m_World->BroadcastDetachEntity(*this, *m_AttachedTo); m_AttachedTo->m_Attachee = nullptr; m_AttachedTo = nullptr; } bool cEntity::IsA(const char * a_ClassName) const { return ((a_ClassName != nullptr) && (strcmp(a_ClassName, "cEntity") == 0)); } bool cEntity::IsAttachedTo(const cEntity * a_Entity) const { if ((m_AttachedTo != nullptr) && (a_Entity->GetUniqueID() == m_AttachedTo->GetUniqueID())) { return true; } return false; } 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) { // 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 = std::max(a_Mass, 0.001); } void cEntity::SetYaw(double a_Yaw) { m_Rot.x = a_Yaw; 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) { DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); } void cEntity::SetSpeedX(double a_SpeedX) { SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z); } void cEntity::SetSpeedY(double a_SpeedY) { SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z); } void cEntity::SetSpeedZ(double a_SpeedZ) { SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ); } void cEntity::SetWidth(double a_Width) { m_Width = a_Width; } void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ) { DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ); } void cEntity::AddSpeedX(double a_AddSpeedX) { AddSpeed(a_AddSpeedX, 0, 0); } void cEntity::AddSpeedY(double a_AddSpeedY) { AddSpeed(0, a_AddSpeedY, 0); } void cEntity::AddSpeedZ(double a_AddSpeedZ) { AddSpeed(0, 0, a_AddSpeedZ); } void cEntity::HandleSpeedFromAttachee(float a_Forward, float a_Sideways) { Vector3d LookVector = m_Attachee->GetLookVector(); double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways; double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways; SetSpeed(AddSpeedX, 0, AddSpeedZ); BroadcastMovementUpdate(); } void cEntity::SteerVehicle(float a_Forward, float a_Sideways) { if (m_AttachedTo == nullptr) { return; } if ((a_Forward != 0.0f) || (a_Sideways != 0.0f)) { m_AttachedTo->HandleSpeedFromAttachee(a_Forward, a_Sideways); } } bool cEntity::IsTicking(void) const { ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr))); // We shouldn't be ticking if we have no parent chunk return m_IsTicking; } //////////////////////////////////////////////////////////////////////////////// // Get look vector (this is NOT a rotation!) Vector3d cEntity::GetLookVector(void) const { Matrix4d m; m.Init(Vector3d(), 0, m_Rot.x, -m_Rot.y); Vector3d Look = m.Transform(Vector3d(0, 0, 1)); return Look; } //////////////////////////////////////////////////////////////////////////////// // Set position void cEntity::SetPosition(const Vector3d & a_Position) { m_LastPosition = m_Position; m_Position = a_Position; } void cEntity::AddLeashedMob(cMonster * a_Monster) { // Not there already ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) == m_LeashedMobs.end()); m_LeashedMobs.push_back(a_Monster); } void cEntity::RemoveLeashedMob(cMonster * a_Monster) { ASSERT(a_Monster->GetLeashedTo() == this); // Must exists ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) != m_LeashedMobs.end()); m_LeashedMobs.remove(a_Monster); }