diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 79 |
1 files changed, 38 insertions, 41 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 4a6de25b7..5a3bbcdc4 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -49,6 +49,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d , m_IsSubmerged(false) , m_AirLevel(0) , m_AirTickTimer(0) + , m_TicksAlive(0) , m_HeadYaw(0.0) , m_Rot(0.0, 0.0, 0.0) , m_Pos(a_X, a_Y, a_Z) @@ -74,7 +75,7 @@ cEntity::~cEntity() /* // DEBUG: - LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p", + LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p", m_UniqueID, m_Pos.x, m_Pos.y, m_Pos.z, (int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width), @@ -272,7 +273,7 @@ void cEntity::SetYawFromSpeed(void) void cEntity::SetPitchFromSpeed(void) { const double EPS = 0.0000001; - double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component + double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component if ((abs(xz) < EPS) && (abs(m_Speed.y) < EPS)) { // atan2() may overflow or is undefined, pick any number @@ -316,7 +317,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack)) { a_TDI.FinalDamage += 2; - m_World->BroadcastEntityAnimation(*this, 4); // Critical hit + m_World->BroadcastEntityAnimation(*this, 4); // Critical hit } } @@ -327,14 +328,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) // TODO: Apply damage to armor - if (m_Health < 0) - { - m_Health = 0; - } + m_Health = std::max(m_Health, 0); - if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs + if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs { - int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment + int KnockbackLevel = a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback); // More common enchantment if (KnockbackLevel < 1) { // We support punch on swords and vice versa! :) @@ -345,7 +343,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) switch (KnockbackLevel) { case 1: AdditionalSpeed.Set(5, 0.3, 5); break; - case 2: AdditionalSpeed.Set(8, 0.3, 8); break; + case 2: AdditionalSpeed.Set(8, 0.3, 8); break; default: break; } AddSpeed(a_TDI.Knockback + AdditionalSpeed); @@ -562,6 +560,8 @@ void cEntity::SetHealth(int a_Health) void cEntity::Tick(float a_Dt, cChunk & a_Chunk) { + m_TicksAlive++; + if (m_InvulnerableTicks > 0) { m_InvulnerableTicks--; @@ -640,7 +640,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { - // Outside of the world + // Outside of the world AddSpeedY(m_Gravity * a_Dt); AddPosition(GetSpeed() * a_Dt); return; @@ -752,11 +752,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) NextSpeed.x *= 0.25; NextSpeed.z *= 0.25; } - - //Get water direction + + // Get water direction Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); - m_WaterSpeed *= 0.9f; //Reduce speed each tick + m_WaterSpeed *= 0.9f; // Reduce speed each tick switch(WaterDir) { @@ -813,7 +813,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f; if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f; - if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground + if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground { m_bOnGround = true; } @@ -858,7 +858,7 @@ void cEntity::TickBurning(cChunk & a_Chunk) if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT)) { m_TicksLeftBurning = 0; - } + } } // Do the burning damage: @@ -1080,9 +1080,9 @@ void cEntity::HandleAir(void) if (IsSubmerged()) { - if (!IsPlayer()) // Players control themselves + if (!IsPlayer()) // Players control themselves { - SetSpeedY(1); // Float in the water + SetSpeedY(1); // Float in the water } // Either reduce air level or damage player @@ -1090,7 +1090,7 @@ void cEntity::HandleAir(void) { if (m_AirTickTimer < 1) { - // Damage player + // Damage player TakeDamage(dtDrowning, NULL, 1, 1, 0); // Reset timer m_AirTickTimer = DROWNING_TICKS; @@ -1146,10 +1146,7 @@ void cEntity::SetMaxHealth(int a_MaxHealth) m_MaxHealth = a_MaxHealth; // Reset health, if too high: - if (m_Health > a_MaxHealth) - { - m_Health = a_MaxHealth; - } + m_Health = std::min(m_Health, a_MaxHealth); } @@ -1251,9 +1248,9 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude) int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0)); int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0)); - if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved? + if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved? { - if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte + if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte { // Difference within Byte limitations, use a relative move packet if (m_bDirtyOrientation) @@ -1273,7 +1270,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude) { // Too big a movement, do a teleport m_World->BroadcastTeleportEntity(*this, a_Exclude); - m_LastPos = GetPosition(); // See above + m_LastPos = GetPosition(); // See above m_bDirtyOrientation = false; } } @@ -1382,8 +1379,8 @@ void cEntity::SetMass(double a_Mass) } else { - // Make sure that mass is not zero. 1g is the default because we - // have to choose a number. It's perfectly legal to have a mass + // Make sure that mass is not zero. 1g is the default because we + // have to choose a number. It's perfectly legal to have a mass // less than 1g as long as is NOT equal or less than zero. m_Mass = 0.001; } @@ -1469,7 +1466,7 @@ void cEntity::SetWidth(double a_Width) void cEntity::AddPosX(double a_AddPosX) { - m_Pos.x += a_AddPosX; + m_Pos.x += a_AddPosX; } @@ -1477,7 +1474,7 @@ void cEntity::AddPosX(double a_AddPosX) void cEntity::AddPosY(double a_AddPosY) { - m_Pos.y += a_AddPosY; + m_Pos.y += a_AddPosY; } @@ -1485,7 +1482,7 @@ void cEntity::AddPosY(double a_AddPosY) void cEntity::AddPosZ(double a_AddPosZ) { - m_Pos.z += a_AddPosZ; + m_Pos.z += a_AddPosZ; } @@ -1495,7 +1492,7 @@ void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ) { m_Pos.x += a_AddPosX; m_Pos.y += a_AddPosY; - m_Pos.z += a_AddPosZ; + m_Pos.z += a_AddPosZ; } @@ -1505,7 +1502,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed { m_Speed.x += a_AddSpeedX; m_Speed.y += a_AddSpeedY; - m_Speed.z += a_AddSpeedZ; + m_Speed.z += a_AddSpeedZ; WrapSpeed(); } @@ -1515,7 +1512,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed void cEntity::AddSpeedX(double a_AddSpeedX) { - m_Speed.x += a_AddSpeedX; + m_Speed.x += a_AddSpeedX; WrapSpeed(); } @@ -1525,7 +1522,7 @@ void cEntity::AddSpeedX(double a_AddSpeedX) void cEntity::AddSpeedY(double a_AddSpeedY) { - m_Speed.y += a_AddSpeedY; + m_Speed.y += a_AddSpeedY; WrapSpeed(); } @@ -1535,7 +1532,7 @@ void cEntity::AddSpeedY(double a_AddSpeedY) void cEntity::AddSpeedZ(double a_AddSpeedZ) { - m_Speed.z += a_AddSpeedZ; + m_Speed.z += a_AddSpeedZ; WrapSpeed(); } @@ -1572,7 +1569,7 @@ void cEntity::SteerVehicle(float a_Forward, float a_Sideways) -////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // Get look vector (this is NOT a rotation!) Vector3d cEntity::GetLookVector(void) const { @@ -1586,11 +1583,11 @@ Vector3d cEntity::GetLookVector(void) const -////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // Set position void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ) { - m_Pos.Set(a_PosX, a_PosY, a_PosZ); + m_Pos.Set(a_PosX, a_PosY, a_PosZ); } @@ -1599,7 +1596,7 @@ void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ) void cEntity::SetPosX(double a_PosX) { - m_Pos.x = a_PosX; + m_Pos.x = a_PosX; } @@ -1608,7 +1605,7 @@ void cEntity::SetPosX(double a_PosX) void cEntity::SetPosY(double a_PosY) { - m_Pos.y = a_PosY; + m_Pos.y = a_PosY; } |