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author | Mattes D <github@xoft.cz> | 2013-12-25 20:48:26 +0100 |
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committer | Mattes D <github@xoft.cz> | 2013-12-25 20:48:26 +0100 |
commit | abbb82d442f93030dd99e0ea00971bc28ed145a9 (patch) | |
tree | bf87d8decd5267a7c7991812015df54ad3eb8ce3 /src/Entities | |
parent | Merge branch 'fixes&features' of git://github.com/tonibm19/MCServer (diff) | |
parent | Fixed Parentheses. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Entities/Floater.cpp | 137 | ||||
-rw-r--r-- | src/Entities/Floater.h | 17 |
2 files changed, 142 insertions, 12 deletions
diff --git a/src/Entities/Floater.cpp b/src/Entities/Floater.cpp index 5e3338968..dfe77f059 100644 --- a/src/Entities/Floater.cpp +++ b/src/Entities/Floater.cpp @@ -1,6 +1,8 @@ #include "Globals.h" +#include "../BoundingBox.h" +#include "../Chunk.h" #include "Floater.h" #include "Player.h" #include "../ClientHandle.h" @@ -9,12 +11,103 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFloaterEntityCollisionCallback +class cFloaterEntityCollisionCallback : + public cEntityCallback +{ +public: + cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) : + m_Floater(a_Floater), + m_Pos(a_Pos), + m_NextPos(a_NextPos), + m_MinCoeff(1), + m_HitEntity(NULL) + { + } + virtual bool Item(cEntity * a_Entity) override + { + if (!a_Entity->IsMob()) // Floaters can only pull mobs not other entities. + { + return false; + } + + cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); + + double LineCoeff; + char Face; + EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2); + if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face)) + { + // No intersection whatsoever + return false; + } + + if (LineCoeff < m_MinCoeff) + { + // The entity is closer than anything we've stored so far, replace it as the potential victim + m_MinCoeff = LineCoeff; + m_HitEntity = a_Entity; + } + + // Don't break the enumeration, we want all the entities + return false; + } + + /// Returns the nearest entity that was hit, after the enumeration has been completed + cEntity * GetHitEntity(void) const { return m_HitEntity; } + + /// Returns true if the callback has encountered a true hit + bool HasHit(void) const { return (m_MinCoeff < 1); } + +protected: + cFloater * m_Floater; + const Vector3d & m_Pos; + const Vector3d & m_NextPos; + double m_MinCoeff; // The coefficient of the nearest hit on the Pos line + + // Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback + // is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing + cEntity * m_HitEntity; // The nearest hit entity +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFloaterCheckEntityExist +class cFloaterCheckEntityExist : + public cEntityCallback +{ +public: + cFloaterCheckEntityExist(void) : + m_EntityExists(false) + { + } + + bool Item(cEntity * a_Entity) override + { + m_EntityExists = true; + return false; + } + + bool DoesExist(void) const { return m_EntityExists; } +protected: + bool m_EntityExists; +} ; + + + + + cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) : - cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98), + cEntity(etFloater, a_X, a_Y, a_Z, 0.2, 0.2), m_PickupCountDown(0), m_PlayerID(a_PlayerID), m_CanPickupItem(false), - m_CountDownTime(a_CountDownTime) + m_CountDownTime(a_CountDownTime), + m_AttachedMobID(-1) { SetSpeed(a_Speed); } @@ -37,7 +130,7 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk) HandlePhysics(a_Dt, a_Chunk); if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0) { - if (!m_CanPickupItem) + if ((!m_CanPickupItem) && (m_AttachedMobID == -1)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob. { if (m_CountDownTime <= 0) { @@ -78,9 +171,8 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk) } SetSpeedY(0.7); } - SetSpeedX(GetSpeedX() * 0.95); - SetSpeedZ(GetSpeedZ() * 0.95); - if (CanPickup()) + + if (CanPickup()) // Make sure the floater "loses its fish" { m_PickupCountDown--; if (m_PickupCountDown == 0) @@ -89,9 +181,38 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk) LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID()); } } - BroadcastMovementUpdate(); -} + if ((GetSpeed().Length() > 4) && (m_AttachedMobID == -1)) + { + cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20); + + a_Chunk.ForEachEntity(Callback); + if (Callback.HasHit()) + { + AttachTo(Callback.GetHitEntity()); + Callback.GetHitEntity()->TakeDamage(*this); // TODO: the player attacked the mob not the floater. + m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID(); + } + } + + cFloaterCheckEntityExist EntityCallback; + m_World->DoWithEntityByID(m_PlayerID, EntityCallback); + if (!EntityCallback.DoesExist()) // The owner doesn't exist anymore. Destroy the floater entity. + { + Destroy(true); + } + if (m_AttachedMobID != -1) + { + m_World->DoWithEntityByID(m_AttachedMobID, EntityCallback); // The mob the floater was attached to doesn't exist anymore. + if (!EntityCallback.DoesExist()) + { + m_AttachedMobID = -1; + } + } + SetSpeedX(GetSpeedX() * 0.95); + SetSpeedZ(GetSpeedZ() * 0.95); + BroadcastMovementUpdate(); +}
\ No newline at end of file diff --git a/src/Entities/Floater.h b/src/Entities/Floater.h index 4db94986c..4bbe3f352 100644 --- a/src/Entities/Floater.h +++ b/src/Entities/Floater.h @@ -19,13 +19,22 @@ public: virtual void SpawnOn(cClientHandle & a_Client) override; virtual void Tick(float a_Dt, cChunk & a_Chunk) override; - bool CanPickup(void) const { return m_CanPickupItem; } + bool CanPickup(void) const { return m_CanPickupItem; } + int GetOwnerID(void) const { return m_PlayerID; } + int GetAttachedMobID(void) const { return m_AttachedMobID; } protected: - Vector3d m_Speed; + // Position Vector3d m_ParticlePos; + + // Bool needed to check if you can get a fish. + bool m_CanPickupItem; + + // Countdown times int m_PickupCountDown; - int m_PlayerID; int m_CountDownTime; - bool m_CanPickupItem; + + // Entity IDs + int m_PlayerID; + int m_AttachedMobID; } ;
\ No newline at end of file |