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-rw-r--r--src/Entities/Floater.cpp185
1 files changed, 168 insertions, 17 deletions
diff --git a/src/Entities/Floater.cpp b/src/Entities/Floater.cpp
index ac7a82f91..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"
@@ -9,11 +11,103 @@
-cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) :
- cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// 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, 0.2, 0.2),
m_PickupCountDown(0),
m_PlayerID(a_PlayerID),
- m_CanPickupItem(false)
+ m_CanPickupItem(false),
+ m_CountDownTime(a_CountDownTime),
+ m_AttachedMobID(-1)
{
SetSpeed(a_Speed);
}
@@ -36,21 +130,49 @@ 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) && (m_World->GetTickRandomNumber(100) == 0))
- {
- SetPosY(GetPosY() - 1);
- m_CanPickupItem = true;
- m_PickupCountDown = 20;
- LOGD("Floater %i can be picked up", GetUniqueID());
- }
- else
+ 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.
{
- SetSpeedY(0.7);
+ if (m_CountDownTime <= 0)
+ {
+ m_World->BroadcastSoundEffect("random.splash", (int) floor(GetPosX() * 8), (int) floor(GetPosY() * 8), (int) floor(GetPosZ() * 8), 1, 1);
+ SetPosY(GetPosY() - 1);
+ m_CanPickupItem = true;
+ m_PickupCountDown = 20;
+ m_CountDownTime = 100 + m_World->GetTickRandomNumber(800);
+ LOGD("Floater %i can be picked up", GetUniqueID());
+ }
+ else if (m_CountDownTime == 20) // Calculate the position where the particles should spawn and start producing them.
+ {
+ LOGD("Started producing particles for floater %i", GetUniqueID());
+ m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
+ m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
+ }
+ else if (m_CountDownTime < 20)
+ {
+ m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
+ m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
+ }
+
+ m_CountDownTime--;
+ if (m_World->GetHeight((int) GetPosX(), (int) GetPosZ()) == (int) GetPosY())
+ {
+ if (m_World->IsWeatherWet() && m_World->GetTickRandomNumber(3) == 0) // 25% chance of an extra countdown when being rained on.
+ {
+ m_CountDownTime--;
+ }
+ }
+ else // if the floater is underground it has a 50% chance of not decreasing the countdown.
+ {
+ if (m_World->GetTickRandomNumber(1) == 0)
+ {
+ m_CountDownTime++;
+ }
+ }
}
+ 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)
@@ -59,9 +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