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authormadmaxoft <github@xoft.cz>2013-09-07 22:06:30 +0200
committermadmaxoft <github@xoft.cz>2013-09-07 22:06:30 +0200
commitd31142811db9073b7b01b834ca3bf82f6bceb4a9 (patch)
tree9988b872e675a082253126b9ff292070e913b1cd /source/Entities/ProjectileEntity.cpp
parentFixed a missing initialization in cMonster. (diff)
parentAdded a (disabled) block logging to projectile path-tracing. (diff)
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Diffstat (limited to '')
-rw-r--r--source/Entities/ProjectileEntity.cpp357
1 files changed, 318 insertions, 39 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
index 91b2c97a8..4c8e680d0 100644
--- a/source/Entities/ProjectileEntity.cpp
+++ b/source/Entities/ProjectileEntity.cpp
@@ -8,6 +8,16 @@
#include "../ClientHandle.h"
#include "Player.h"
#include "../LineBlockTracer.h"
+#include "../BoundingBox.h"
+#include "../ChunkMap.h"
+#include "../Chunk.h"
+
+
+
+
+
+/// Converts an angle in radians into a byte representation used by the network protocol
+#define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360)
@@ -21,20 +31,49 @@ class cProjectileTracerCallback :
{
public:
cProjectileTracerCallback(cProjectileEntity * a_Projectile) :
- m_Projectile(a_Projectile)
+ m_Projectile(a_Projectile),
+ m_SlowdownCoeff(0.99) // Default slowdown when not in water
{
}
+ double GetSlowdownCoeff(void) const { return m_SlowdownCoeff; }
+
protected:
cProjectileEntity * m_Projectile;
+ double m_SlowdownCoeff;
+ // cCallbacks overrides:
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
{
+ /*
+ // DEBUG:
+ LOGD("Hit block %d:%d at {%d, %d, %d} face %d, %s (%s)",
+ a_BlockType, a_BlockMeta,
+ a_BlockX, a_BlockY, a_BlockZ, a_EntryFace,
+ g_BlockIsSolid[a_BlockType] ? "solid" : "non-solid",
+ ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str()
+ );
+ */
+
if (g_BlockIsSolid[a_BlockType])
{
// The projectile hit a solid block
- m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace);
- return true;
+ // Calculate the exact hit coords:
+ cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1);
+ Vector3d Line1 = m_Projectile->GetPosition();
+ Vector3d Line2 = Line1 + m_Projectile->GetSpeed();
+ double LineCoeff = 0;
+ char Face;
+ if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
+ {
+ Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
+ m_Projectile->OnHitSolidBlock(Intersection, Face);
+ return true;
+ }
+ else
+ {
+ LOGD("WEIRD! block tracer reports a hit, but BBox tracer doesn't. Ignoring the hit.");
+ }
}
// Convey some special effects from special blocks:
@@ -44,12 +83,14 @@ protected:
case E_BLOCK_STATIONARY_LAVA:
{
m_Projectile->StartBurning(30);
+ m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.9); // Slow down to 0.9* the speed each tick when moving through lava
break;
}
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
m_Projectile->StopBurning();
+ m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.8); // Slow down to 0.8* the speed each tick when moving through water
break;
}
} // switch (a_BlockType)
@@ -64,6 +105,86 @@ 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) || // Do not check collisions with self
+ (a_Entity == m_Projectile->GetCreator()) // Do not check whoever shot the projectile
+ )
+ {
+ // TODO: Don't check creator only for the first 5 ticks
+ // so that arrows stuck in ground and dug up can hurt the player
+ 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) :
@@ -85,6 +206,8 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Ve
m_IsInGround(false)
{
SetSpeed(a_Speed);
+ SetRotationFromSpeed();
+ SetPitchFromSpeed();
}
@@ -101,10 +224,12 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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);
+ 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);
+ case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
+ case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed);
// TODO: the rest
}
@@ -116,26 +241,17 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
-void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+void cProjectileEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
- // 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;
- }
+ // Set the position based on what face was hit:
+ SetPosition(a_HitPos);
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
+ a_HitPos.x, a_HitPos.y, a_HitPos.z,
+ a_HitFace
);
m_IsInGround = true;
@@ -192,20 +308,51 @@ 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))
{
- // Nothing in the way, update the position
- SetPosition(NextPos);
+ // Something has been hit, abort all other processing
+ return;
+ }
+ // The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
+
+ // Test for entity collisions:
+ cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
+ a_Chunk.ForEachEntity(EntityCollisionCallback);
+ if (EntityCollisionCallback.HasHit())
+ {
+ // An entity was hit:
+ Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff();
+
+ // DEBUG:
+ 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()), HitPos);
}
+ // 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);
+ // Add slowdown and gravity effect to the speed:
+ Vector3d NewSpeed(GetSpeed());
+ NewSpeed.y += m_Gravity / 20;
+ NewSpeed *= TracerCallback.GetSlowdownCoeff();
+ SetSpeed(NewSpeed);
+ SetRotationFromSpeed();
+ SetPitchFromSpeed();
// DEBUG:
- LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
+ LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}",
m_UniqueID,
GetPosX(), GetPosY(), GetPosZ(),
- GetSpeedX(), GetSpeedY(), GetSpeedZ()
+ GetSpeedX(), GetSpeedY(), GetSpeedZ(),
+ GetRotation(), GetPitch()
);
}
@@ -216,7 +363,8 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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);
+ a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetRotation()), ANGLE_TO_PROTO(GetPitch()));
+ a_Client.SendEntityMetadata(*this);
}
@@ -229,12 +377,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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)
+ m_DamageCoeff(2),
+ m_IsCritical(false)
{
SetSpeed(a_Speed);
SetMass(0.1);
- LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}",
- m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ()
+ SetRotationFromSpeed();
+ SetPitchFromSpeed();
+ LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}",
+ m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(),
+ GetRotation(), GetPitch()
);
}
@@ -245,7 +397,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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)
+ m_DamageCoeff(2),
+ m_IsCritical((a_Force >= 1))
{
}
@@ -269,14 +422,43 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
-void cArrowEntity::SpawnOn(cClientHandle & a_Client)
+void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
+{
+ super::OnHitSolidBlock(a_HitPos, a_HitFace);
+
+ // Broadcast the position and speed packets before teleporting:
+ BroadcastMovementUpdate();
+
+ // Teleport the entity to the exact hit coords:
+ m_World->BroadcastTeleportEntity(*this);
+}
+
+
+
+
+
+void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
- a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
+ if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
+ {
+ // Not an entity that interacts with an arrow
+ return;
+ }
+
+ int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
+ if (m_IsCritical)
+ {
+ Damage += m_World->GetTickRandomNumber(Damage / 2 + 2);
+ }
+ a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
+
+ Destroy();
}
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cThrownEggEntity:
@@ -290,7 +472,7 @@ cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y,
-void cThrownEggEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
// TODO: Random-spawn a chicken or four
@@ -314,9 +496,15 @@ cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X
-void cThrownEnderPearlEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
- // TODO: Teleport the creator here, make them take 5 damage
+ // 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_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5);
+ m_Creator->TakeDamage(dtEnderPearl, this, 5, 0);
+ }
Destroy();
}
@@ -338,7 +526,7 @@ cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, do
-void cThrownSnowballEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
// TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs
@@ -349,3 +537,94 @@ void cThrownSnowballEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_Bl
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cGhastFireballEntity :
+
+cGhastFireballEntity::cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
+ super(pkGhastFireball, a_Creator, a_X, a_Y, a_Z, 1, 1)
+{
+ SetSpeed(a_Speed);
+ SetGravity(0);
+}
+
+
+
+
+
+void cGhastFireballEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ m_World->DoExplosionAt(1, a_BlockX, a_BlockY, a_BlockZ, true, esGhastFireball, this);
+}
+
+
+
+
+
+void cGhastFireballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
+{
+ Destroy();
+ Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
+}
+
+
+
+
+
+void cGhastFireballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
+{
+ Destroy();
+ Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cFireChargeEntity :
+
+cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
+ super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125)
+{
+ SetSpeed(a_Speed);
+ SetGravity(0);
+}
+
+
+
+
+
+void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR)
+ {
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1);
+ }
+}
+
+
+
+
+
+void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
+{
+ Destroy();
+ Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
+}
+
+
+
+
+
+void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
+{
+ Destroy();
+ Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
+
+ // TODO: Some entities are immune to hits
+ a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning
+}
+
+
+
+