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-rw-r--r--source/Entities/ProjectileEntity.cpp127
1 files changed, 123 insertions, 4 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
index 8f9f3b480..ed7803410 100644
--- a/source/Entities/ProjectileEntity.cpp
+++ b/source/Entities/ProjectileEntity.cpp
@@ -8,6 +8,9 @@
#include "../ClientHandle.h"
#include "Player.h"
#include "../LineBlockTracer.h"
+#include "../BoundingBox.h"
+#include "../ChunkMap.h"
+#include "../Chunk.h"
@@ -64,6 +67,82 @@ protected:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cProjectileEntityCollisionCallback:
+
+class cProjectileEntityCollisionCallback :
+ public cEntityCallback
+{
+public:
+ cProjectileEntityCollisionCallback(cProjectileEntity * a_Projectile, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
+ m_Projectile(a_Projectile),
+ m_Pos(a_Pos),
+ m_NextPos(a_NextPos),
+ m_MinCoeff(1),
+ m_HitEntity(NULL)
+ {
+ }
+
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ if (a_Entity == m_Projectile)
+ {
+ // Self-colision
+ return false;
+ }
+
+ cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
+
+ // Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline.
+ // The results should be good enough for our purposes
+ double LineCoeff;
+ char Face;
+ EntBox.Expand(m_Projectile->GetWidth() / 2, m_Projectile->GetHeight() / 2, m_Projectile->GetWidth() / 2);
+ if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
+ {
+ // No intersection whatsoever
+ return false;
+ }
+
+ // TODO: Some entities don't interact with the projectiles (pickups, falling blocks)
+ // TODO: Allow plugins to interfere about which entities can be hit
+
+ if (LineCoeff < m_MinCoeff)
+ {
+ // The entity is closer than anything we've stored so far, replace it as the potential victim
+ m_MinCoeff = LineCoeff;
+ m_HitEntity = a_Entity;
+ }
+
+ // Don't break the enumeration, we want all the entities
+ return false;
+ }
+
+ /// Returns the nearest entity that was hit, after the enumeration has been completed
+ cEntity * GetHitEntity(void) const { return m_HitEntity; }
+
+ /// Returns the line coeff where the hit was encountered, after the enumeration has been completed
+ double GetMinCoeff(void) const { return m_MinCoeff; }
+
+ /// Returns true if the callback has encountered a true hit
+ bool HasHit(void) const { return (m_MinCoeff < 1); }
+
+protected:
+ cProjectileEntity * m_Projectile;
+ const Vector3d & m_Pos;
+ const Vector3d & m_NextPos;
+ double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
+
+ // Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
+ // is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
+ cEntity * m_HitEntity; // The nearest hit entity
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cProjectileEntity:
cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) :
@@ -192,17 +271,39 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
// Trace the tick's worth of movement as a line:
Vector3d NextPos = Pos + PerTickSpeed;
cProjectileTracerCallback TracerCallback(this);
- if (cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
+ if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
+ {
+ // Something has been hit, abort all other processing
+ return;
+ }
+
+ // Test for entity collisions:
+ cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
+ a_Chunk.ForEachEntity(EntityCollisionCallback);
+ if (EntityCollisionCallback.HasHit())
{
- // Nothing in the way, update the position
- SetPosition(NextPos);
+ // An entity was hit:
+ // DEBUG:
+ Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff();
+ LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)",
+ m_UniqueID,
+ EntityCollisionCallback.GetHitEntity()->GetUniqueID(),
+ EntityCollisionCallback.GetHitEntity()->GetClass(),
+ HitPos.x, HitPos.y, HitPos.z,
+ EntityCollisionCallback.GetMinCoeff()
+ );
+ OnHitEntity(*(EntityCollisionCallback.GetHitEntity()));
}
+ // TODO: Test the entities in the neighboring chunks, too
+
+ // Update the position:
+ SetPosition(NextPos);
// Add gravity effect to the vertical speed component:
SetSpeedY(GetSpeedY() + m_Gravity / 20);
// DEBUG:
- LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
+ LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
m_UniqueID,
GetPosX(), GetPosY(), GetPosZ(),
GetSpeedX(), GetSpeedY(), GetSpeedZ()
@@ -277,6 +378,24 @@ void cArrowEntity::SpawnOn(cClientHandle & a_Client)
+void cArrowEntity::OnHitEntity(cEntity & a_EntityHit)
+{
+ if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
+ {
+ // Not an entity that interacts with an arrow
+ return;
+ }
+
+ // TODO: The damage dealt should be based on arrow speed in addition to the damage coeff
+ a_EntityHit.TakeDamage(dtRangedAttack, this, (int)(2.5 * m_DamageCoeff), 1);
+
+ Destroy();
+}
+
+
+
+
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cThrownEggEntity: