// ProjectileEntity.cpp // Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types #include "Globals.h" #include "ProjectileEntity.h" #include "../ClientHandle.h" #include "Player.h" #include "../LineBlockTracer.h" #include "../BoundingBox.h" #include "../ChunkMap.h" #include "../Chunk.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cProjectileTracerCallback: class cProjectileTracerCallback : public cBlockTracer::cCallbacks { public: cProjectileTracerCallback(cProjectileEntity * a_Projectile) : m_Projectile(a_Projectile) { } protected: cProjectileEntity * m_Projectile; virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override { if (g_BlockIsSolid[a_BlockType]) { // The projectile hit a solid block m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace); return true; } // Convey some special effects from special blocks: switch (a_BlockType) { case E_BLOCK_LAVA: case E_BLOCK_STATIONARY_LAVA: { m_Projectile->StartBurning(30); break; } case E_BLOCK_WATER: case E_BLOCK_STATIONARY_WATER: { m_Projectile->StopBurning(); break; } } // switch (a_BlockType) // Continue tracing return false; } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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) : super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height), m_ProjectileKind(a_Kind), m_Creator(a_Creator), m_IsInGround(false) { } cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) : super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height), m_ProjectileKind(a_Kind), m_Creator(a_Creator), m_IsInGround(false) { SetSpeed(a_Speed); } cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed) { Vector3d Speed; if (a_Speed != NULL) { Speed = *a_Speed; } switch (a_Kind) { case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed); case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed); // TODO: the rest } LOGWARNING("%s: Unknown projectile kind: %d", __FUNCTION__, a_Kind); return NULL; } void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: Set proper position based on what face was hit switch (a_BlockFace) { case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break; case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break; case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; } SetSpeed(0, 0, 0); // DEBUG: LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), a_BlockFace ); m_IsInGround = true; } AString cProjectileEntity::GetMCAClassName(void) const { switch (m_ProjectileKind) { case pkArrow: return "Arrow"; case pkSnowball: return "Snowball"; case pkEgg: return "Egg"; case pkGhastFireball: return "Fireball"; case pkFireCharge: return "SmallFireball"; case pkEnderPearl: return "ThrownEnderPearl"; case pkExpBottle: return "ThrownExpBottle"; case pkSplashPotion: return "ThrownPotion"; case pkWitherSkull: return "WitherSkull"; case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this? } ASSERT(!"Unhandled projectile entity kind!"); return ""; } void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); BroadcastMovementUpdate(); } void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { if (m_IsInGround) { // Already-grounded projectiles don't move at all return; } Vector3d PerTickSpeed = GetSpeed() / 20; Vector3d Pos = GetPosition(); // 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)) { // 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()) { // 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("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), GetSpeedX(), GetSpeedY(), GetSpeedZ() ); } void cProjectileEntity::SpawnOn(cClientHandle & a_Client) { // Default spawning - use the projectile kind to spawn an object: a_Client.SendSpawnObject(*this, m_ProjectileKind, 0, 0, 0); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cArrowEntity: cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2) { SetSpeed(a_Speed); SetMass(0.1); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}", m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ() ); } cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), m_PickupState(psInSurvivalOrCreative), m_DamageCoeff(2) { } bool cArrowEntity::CanPickup(const cPlayer & a_Player) const { switch (m_PickupState) { case psNoPickup: return false; case psInSurvivalOrCreative: return (a_Player.IsGameModeSurvival() || a_Player.IsGameModeCreative()); case psInCreative: return a_Player.IsGameModeCreative(); } ASSERT(!"Unhandled pickup state"); return false; } void cArrowEntity::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0); } 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: cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownEggEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: Random-spawn a chicken or four Destroy(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownEnderPearlEntity : cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownEnderPearlEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // Teleport the creator here, make them take 5 damage: if (m_Creator != NULL) { // TODO: The coords might need some tweaking based on the block face m_Creator->TeleportToCoords(a_BlockX + 0.5, a_BlockY + 1.7, a_BlockZ + 0.5); m_Creator->TakeDamage(dtEnderPearl, this, 5, 0); } Destroy(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownSnowballEntity : cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownSnowballEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs Destroy(); }