Entity.cpp 13 KB

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  1. #include "Entity.h"
  2. #include "Dimension.h"
  3. #include "Game.h"
  4. #include "BlockType.h"
  5. #include "ItemSkill.h"
  6. #include "PlaceBlockUpdate.h"
  7. #include "EntityRemovedUpdate.h"
  8. #include "EntityChangedUpdate.h"
  9. ActionTarget::ActionTarget(Vec3<int> blockPos, Direction blockSide)
  10. : blockPos(blockPos),
  11. targetBlockSide(blockSide),
  12. entityId(-1)
  13. {}
  14. ActionTarget::ActionTarget(int entityId)
  15. : entityId(entityId)
  16. {}
  17. bool ActionTarget::isBlock(Framework::Vec3<int> blockPos, Direction blockSide) const
  18. {
  19. return this->entityId == -1 && this->blockPos == blockPos && this->targetBlockSide == targetBlockSide;
  20. }
  21. bool ActionTarget::isEntity(int entityId) const
  22. {
  23. return this->entityId == entityId;
  24. }
  25. void ActionTarget::applyItemSkillOnTarget(Entity* zActor, ItemSkill* zItemSkill, Item* zUsedItem)
  26. {
  27. if (entityId >= 0)
  28. {
  29. // TODO: get entity from game and apply skill
  30. }
  31. else
  32. {
  33. Block* block = Game::INSTANCE->zRealBlockInstance(blockPos, zActor->getCurrentDimensionId());
  34. if (block)
  35. zItemSkill->use(zActor, zUsedItem, block);
  36. }
  37. }
  38. void ActionTarget::placeBlock(Entity* zActor, Item* zItem)
  39. {
  40. // TODO: check stamina of actor
  41. Block* block = zItem->zPlacedBlockType()->createBlockAt(blockPos + getDirection(targetBlockSide), zItem);
  42. if (block)
  43. {
  44. if (Game::INSTANCE->requestWorldUpdate(new PlaceBlockUpdate(block, block->getPos(), zActor->getCurrentDimensionId())))
  45. {
  46. zItem->onPlaced();
  47. // TODO: decrese stamina of actor
  48. }
  49. }
  50. }
  51. void ActionTarget::save(ActionTarget* zTarget, Framework::StreamWriter* zWriter)
  52. {
  53. if (zTarget)
  54. {
  55. if (zTarget->entityId >= 0)
  56. {
  57. char b = 1;
  58. zWriter->schreibe(&b, 1);
  59. zWriter->schreibe((char*)&zTarget->entityId, 4);
  60. }
  61. else
  62. {
  63. char b = 2;
  64. zWriter->schreibe(&b, 1);
  65. zWriter->schreibe((char*)&zTarget->blockPos.x, 4);
  66. zWriter->schreibe((char*)&zTarget->blockPos.y, 4);
  67. zWriter->schreibe((char*)&zTarget->blockPos.z, 4);
  68. zWriter->schreibe((char*)&zTarget->targetBlockSide, 4);
  69. }
  70. }
  71. else
  72. {
  73. char b = 0;
  74. zWriter->schreibe(&b, 1);
  75. }
  76. }
  77. ActionTarget* ActionTarget::load(Framework::StreamReader* zReader)
  78. {
  79. char b;
  80. zReader->lese(&b, 1);
  81. if (b == 1)
  82. {
  83. int id;
  84. zReader->lese((char*)&id, 4);
  85. return new ActionTarget(id);
  86. }
  87. else if (b == 2)
  88. {
  89. Framework::Vec3<int> pos;
  90. Direction side;
  91. zReader->lese((char*)&pos.x, 4);
  92. zReader->lese((char*)&pos.y, 4);
  93. zReader->lese((char*)&pos.z, 4);
  94. zReader->lese((char*)&side, 4);
  95. return new ActionTarget(pos, side);
  96. }
  97. return 0;
  98. }
  99. Entity::Entity(const EntityType* zType, Framework::Vec3<float> location, int dimensionId, int entityId)
  100. : Inventory(location, true),
  101. speed(0, 0, 0),
  102. faceDir(1, 0, 0),
  103. target(0),
  104. zEntityType(zType),
  105. currentDimensionId(dimensionId),
  106. removed(0),
  107. gravityMultiplier(1.f),
  108. needUpdate(0),
  109. id(entityId)
  110. {}
  111. void Entity::onDeath()
  112. {
  113. removed = 1;
  114. Game::INSTANCE->requestWorldUpdate(new EntityRemovedUpdate(id, currentDimensionId, location));
  115. }
  116. void Entity::useItem(const ItemType* zType, Item* zItem)
  117. {
  118. if (zItem && zItem->isEatable())
  119. { // TODO: eat item
  120. zItem->applyFoodEffects(this);
  121. }
  122. else if (zItem && zItem->isPlaceable())
  123. { // TODO: place item
  124. if (target)
  125. target->placeBlock(this, zItem);
  126. }
  127. else if (!zItem || zItem->isUsable())
  128. { // use item skill
  129. if (target)
  130. {
  131. ItemSkill* selected = 0;
  132. for (ItemSkill* skill : skills)
  133. {
  134. if (skill->zSkillType() == zType)
  135. {
  136. selected = skill;
  137. break;
  138. }
  139. }
  140. if (!selected)
  141. {
  142. selected = zType->createDefaultItemSkill();
  143. skills.add(selected);
  144. }
  145. target->applyItemSkillOnTarget(this, selected, zItem);
  146. }
  147. }
  148. }
  149. void Entity::prepareTick(const Dimension* zDimension)
  150. {
  151. Vec3<float> headPosition = location + faceOffset;
  152. int px = (int)floor(headPosition.x);
  153. int py = (int)floor(headPosition.y);
  154. int pz = (int)floor(headPosition.z);
  155. faceDir.normalize();
  156. Direction dir = BOTTOM;
  157. while (true)
  158. {
  159. if (getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py, pz }, zDimension->getDimensionId()))->isInteractable())
  160. {
  161. if (!target || !target->isBlock({ px, py, pz }, dir))
  162. {
  163. delete target;
  164. target = new ActionTarget({ px, py, pz }, dir);
  165. needUpdate = 1;
  166. }
  167. break;
  168. }
  169. // collision to neighbor of current block
  170. if (faceDir.x > 0)
  171. {
  172. float xt = ((float)px + 1.f - headPosition.x) / faceDir.x;
  173. Vec3<float> tmp = headPosition + faceDir * xt;
  174. if (xt <= targetDistanceLimit && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  175. {
  176. dir = WEST;
  177. px++;
  178. continue;
  179. }
  180. }
  181. if (faceDir.x < 0)
  182. {
  183. float xt = ((float)px - headPosition.x) / faceDir.x;
  184. Vec3<float> tmp = headPosition + faceDir * xt;
  185. if (xt <= targetDistanceLimit && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  186. {
  187. dir = EAST;
  188. px--;
  189. continue;
  190. }
  191. }
  192. if (faceDir.y > 0)
  193. {
  194. float yt = ((float)py + 1.f - headPosition.y) / faceDir.y;
  195. Vec3<float> tmp = headPosition + faceDir * yt;
  196. if (yt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  197. {
  198. dir = NORTH;
  199. py++;
  200. continue;
  201. }
  202. }
  203. if (faceDir.y < 0)
  204. {
  205. float yt = ((float)py - headPosition.y) / faceDir.y;
  206. Vec3<float> tmp = headPosition + faceDir * yt;
  207. if (yt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  208. {
  209. dir = SOUTH;
  210. py--;
  211. continue;
  212. }
  213. }
  214. if (faceDir.z > 0)
  215. {
  216. float zt = ((float)pz + 1.f - headPosition.z) / faceDir.z;
  217. Vec3<float> tmp = headPosition + faceDir * zt;
  218. if (zt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1.f)
  219. {
  220. dir = BOTTOM;
  221. pz++;
  222. continue;
  223. }
  224. }
  225. if (faceDir.z < 0)
  226. {
  227. float zt = ((float)pz - headPosition.z) / faceDir.z;
  228. Vec3<float> tmp = headPosition + faceDir * zt;
  229. if (zt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1)
  230. {
  231. dir = TOP;
  232. pz--;
  233. continue;
  234. }
  235. }
  236. if (target)
  237. {
  238. delete target;
  239. target = 0;
  240. needUpdate = 1;
  241. }
  242. break;
  243. }
  244. }
  245. void Entity::tick(const Dimension* zDimension)
  246. {
  247. Vec3<float> oldPos = location;
  248. // current block cooredinates
  249. int px = (int)floor(location.x);
  250. int py = (int)floor(location.y);
  251. int pz = (int)floor(location.z);
  252. // falling down
  253. speed.z -= (zDimension->getGravity() * gravityMultiplier) / 30.f;
  254. // movement in current tick
  255. Vec3<float> frameSpeed = speed / 30.f;
  256. // loop through all collided blocks
  257. bool needCollisionCheck = 1;
  258. while (needCollisionCheck)
  259. {
  260. needCollisionCheck = 0;
  261. // collision to neighbor of current block
  262. if (speed.x > 0)
  263. {
  264. float xt = ((float)px + 1.f - oldPos.x) / frameSpeed.x;
  265. Vec3<float> tmp = oldPos + frameSpeed * xt;
  266. if (xt <= 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  267. {
  268. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px + 1, py, pz }, zDimension->getDimensionId()))->isPassable())
  269. {
  270. frameSpeed.x = frameSpeed.x * (xt - 0.1f);
  271. speed.x = 0;
  272. }
  273. else
  274. px++;
  275. needCollisionCheck = 1;
  276. continue;
  277. }
  278. }
  279. if (speed.x < 0)
  280. {
  281. float xt = ((float)px - oldPos.x) / frameSpeed.x;
  282. Vec3<float> tmp = oldPos + frameSpeed * xt;
  283. if (xt <= 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  284. {
  285. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px - 1, py, pz }, zDimension->getDimensionId()))->isPassable())
  286. {
  287. frameSpeed.x = frameSpeed.x * (xt - 0.1f);
  288. speed.x = 0;
  289. }
  290. else
  291. px--;
  292. needCollisionCheck = 1;
  293. continue;
  294. }
  295. }
  296. if (speed.y > 0)
  297. {
  298. float yt = ((float)py + 1.f - oldPos.y) / frameSpeed.y;
  299. Vec3<float> tmp = oldPos + frameSpeed * yt;
  300. if (yt <= 1.f && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  301. {
  302. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py + 1, pz }, zDimension->getDimensionId()))->isPassable())
  303. {
  304. frameSpeed.y = frameSpeed.y * (yt - 0.1f);
  305. speed.y = 0;
  306. }
  307. else
  308. py++;
  309. needCollisionCheck = 1;
  310. continue;
  311. }
  312. }
  313. if (speed.y < 0)
  314. {
  315. float yt = ((float)py - oldPos.y) / frameSpeed.y;
  316. Vec3<float> tmp = oldPos + frameSpeed * yt;
  317. if (yt <= 1.f && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
  318. {
  319. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py - 1, pz }, zDimension->getDimensionId()))->isPassable())
  320. {
  321. frameSpeed.y = frameSpeed.y * (yt - 0.1f);
  322. speed.y = 0;
  323. }
  324. else
  325. py--;
  326. needCollisionCheck = 1;
  327. continue;
  328. }
  329. }
  330. if (speed.z > 0)
  331. {
  332. float zt = ((float)pz + 1.f - oldPos.z) / frameSpeed.z;
  333. Vec3<float> tmp = oldPos + frameSpeed * zt;
  334. if (zt <= 1.f && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1.f)
  335. {
  336. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py, pz + 1 }, zDimension->getDimensionId()))->isPassable())
  337. {
  338. frameSpeed.z = frameSpeed.z * (zt - 0.1f);
  339. speed.z = 0;
  340. }
  341. else
  342. pz++;
  343. needCollisionCheck = 1;
  344. continue;
  345. }
  346. }
  347. if (speed.z < 0)
  348. {
  349. float zt = ((float)pz - oldPos.z) / frameSpeed.z;
  350. Vec3<float> tmp = oldPos + frameSpeed * zt;
  351. if (zt <= 1.f && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1)
  352. {
  353. if (!getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py, pz - 1 }, zDimension->getDimensionId()))->isPassable())
  354. {
  355. frameSpeed.z = frameSpeed.z * (zt - 0.1f);
  356. onFall(speed.z);
  357. speed.z = 0;
  358. }
  359. else
  360. pz--;
  361. needCollisionCheck = 1;
  362. continue;
  363. }
  364. }
  365. }
  366. location += frameSpeed;
  367. if (oldPos != location || needUpdate)
  368. {
  369. needUpdate = 0;
  370. Game::INSTANCE->requestWorldUpdate(new EntityChangedUpdate(id, location, currentDimensionId));
  371. }
  372. }
  373. void Entity::api(Framework::StreamReader* zRequest, NetworkResponse* zResponse)
  374. {
  375. char type;
  376. zRequest->lese(&type, 1);
  377. switch (type)
  378. {
  379. case 100: // request inventory
  380. {
  381. char idLen;
  382. zRequest->lese(&idLen, 1);
  383. char* id = new char[idLen + 1];
  384. zRequest->lese(id, idLen);
  385. id[(int)idLen] = 0;
  386. zResponse->adressGui(id);
  387. delete[] id;
  388. char filterLen;
  389. zRequest->lese(&filterLen, 1);
  390. char* filter = new char[filterLen + 1];
  391. zRequest->lese(filter, filterLen);
  392. filter[(int)filterLen] = 0;
  393. InMemoryBuffer buffer;
  394. int count = 0;
  395. for (ItemSlot* slot : *this)
  396. {
  397. if (slot->getName().istGleich(filter))
  398. {
  399. count++;
  400. int id = slot->getId();
  401. buffer.schreibe((char*)&id, 4);
  402. int itemCount = slot->getNumberOfItems();
  403. buffer.schreibe((char*)&itemCount, 4);
  404. if (itemCount > 0)
  405. {
  406. float f = slot->zStack()->zItem()->getDamage();
  407. buffer.schreibe((char*)&f, 4);
  408. f = slot->zStack()->zItem()->getMaxDamage();
  409. buffer.schreibe((char*)&f, 4);
  410. f = slot->zStack()->zItem()->getDurability();
  411. buffer.schreibe((char*)&f, 4);
  412. f = slot->zStack()->zItem()->getMaxDurability();
  413. buffer.schreibe((char*)&f, 4);
  414. int id = slot->zStack()->zItem()->zItemType()->getId();
  415. buffer.schreibe((char*)&id, 4);
  416. }
  417. }
  418. }
  419. delete[] filter;
  420. char* msg = new char[5 + buffer.getSize()];
  421. msg[0] = 0;
  422. *(int*)(msg + 1) = count;
  423. buffer.lese(msg + 5, (int)buffer.getSize());
  424. zResponse->setMessage(msg, 5 + (int)buffer.getSize(), 1);
  425. break;
  426. }
  427. }
  428. }
  429. void Entity::onFall(float collisionSpeed)
  430. {
  431. if (collisionSpeed > 5)
  432. {
  433. // TODO: take damage
  434. }
  435. }
  436. void Entity::setPosition(Framework::Vec3<float> pos)
  437. {
  438. location = pos;
  439. }
  440. float Entity::getMaxHP() const
  441. {
  442. return maxHP;
  443. }
  444. float Entity::getCurrentHP() const
  445. {
  446. return currentHP;
  447. }
  448. float Entity::getStamina() const
  449. {
  450. return stamina;
  451. }
  452. float Entity::getMaxStamina() const
  453. {
  454. return maxStamina;
  455. }
  456. float Entity::getHunger() const
  457. {
  458. return hunger;
  459. }
  460. float Entity::getMaxHunger() const
  461. {
  462. return maxHunger;
  463. }
  464. float Entity::getThirst() const
  465. {
  466. return thirst;
  467. }
  468. float Entity::getMaxThirst() const
  469. {
  470. return maxThirst;
  471. }
  472. Framework::Vec3<float> Entity::getSpeed() const
  473. {
  474. return speed;
  475. }
  476. Framework::Vec3<float> Entity::getFaceDir() const
  477. {
  478. return faceDir;
  479. }
  480. Framework::Vec3<float> Entity::getPosition() const
  481. {
  482. return location;
  483. }
  484. float Entity::getGravityMultiplier() const
  485. {
  486. return gravityMultiplier;
  487. }
  488. int Entity::getCurrentDimensionId() const
  489. {
  490. return currentDimensionId;
  491. }
  492. bool Entity::isRemoved() const
  493. {
  494. return removed;
  495. }
  496. const EntityType* Entity::zType() const
  497. {
  498. return zEntityType;
  499. }
  500. const ActionTarget* Entity::zTarget() const
  501. {
  502. return target;
  503. }
  504. int Entity::getId() const
  505. {
  506. return id;
  507. }