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- #include "Entity.h"
- #include "Dimension.h"
- #include "Game.h"
- #include "BlockType.h"
- #include "ItemSkill.h"
- #include "EntityRemovedUpdate.h"
- #include "NoBlock.h"
- ActionTarget::ActionTarget(Vec3<int> blockPos, Direction blockSide)
- : blockPos(blockPos),
- targetBlockSide(blockSide),
- entityId(-1)
- {}
- ActionTarget::ActionTarget(int entityId)
- : entityId(entityId)
- {}
- bool ActionTarget::isBlock(Framework::Vec3<int> blockPos, Direction blockSide) const
- {
- return this->entityId == -1 && this->blockPos == blockPos && this->targetBlockSide == targetBlockSide;
- }
- bool ActionTarget::isEntity(int entityId) const
- {
- return this->entityId == entityId;
- }
- void ActionTarget::applyItemSkillOnTarget(Entity* zActor, ItemSkill* zItemSkill, Item* zUsedItem)
- {
- if (entityId >= 0)
- {
- // TODO: get entity from game and apply skill
- }
- else
- {
- Block* block = Game::INSTANCE->zRealBlockInstance(blockPos, zActor->getCurrentDimensionId());
- if (block)
- zItemSkill->use(zActor, zUsedItem, block);
- }
- }
- void ActionTarget::placeBlock(Entity* zActor, Item* zItem)
- {
- // TODO: check stamina of actor
- auto zB = Game::INSTANCE->zBlockAt(blockPos + getDirection(targetBlockSide), zActor->getCurrentDimensionId());
- if ((zB.isA() && zB.getA()->zBlockType()->getId() == AirBlockBlockType::ID) || (zB.isB() && zB.isB() == AirBlockBlockType::ID))
- {
- Block* block = zItem->zPlacedBlockType()->createBlockAt(blockPos + getDirection(targetBlockSide), zItem);
- if (block)
- {
- Game::INSTANCE->zDimension(zActor->getCurrentDimensionId())->placeBlock(block->getPos(), block);
- zItem->onPlaced();
- // TODO: decrese stamina of actor
- }
- }
- }
- void ActionTarget::toMessage(const ActionTarget* zTarget, NetworkMessage* zMsg)
- {
- if (zTarget)
- {
- if (zTarget->entityId >= 0)
- {
- char* message = new char[6];
- message[0] = 3;
- message[1] = 1;
- *(int*)(message + 2) = zTarget->entityId;
- zMsg->setMessage(message, 6);
- }
- else
- {
- char* message = new char[18];
- message[0] = 3;
- message[1] = 2;
- *(int*)(message + 2) = zTarget->blockPos.x;
- *(int*)(message + 6) = zTarget->blockPos.y;
- *(int*)(message + 10) = zTarget->blockPos.z;
- *(int*)(message + 14) = zTarget->targetBlockSide;
- zMsg->setMessage(message, 18);
- }
- }
- else
- {
- char* message = new char[2];
- message[0] = 3;
- message[1] = 0;
- zMsg->setMessage(message, 2);
- }
- }
- void ActionTarget::save(ActionTarget* zTarget, Framework::StreamWriter* zWriter)
- {
- if (zTarget)
- {
- if (zTarget->entityId >= 0)
- {
- char b = 1;
- zWriter->schreibe(&b, 1);
- zWriter->schreibe((char*)&zTarget->entityId, 4);
- }
- else
- {
- char b = 2;
- zWriter->schreibe(&b, 1);
- zWriter->schreibe((char*)&zTarget->blockPos.x, 4);
- zWriter->schreibe((char*)&zTarget->blockPos.y, 4);
- zWriter->schreibe((char*)&zTarget->blockPos.z, 4);
- zWriter->schreibe((char*)&zTarget->targetBlockSide, 4);
- }
- }
- else
- {
- char b = 0;
- zWriter->schreibe(&b, 1);
- }
- }
- ActionTarget* ActionTarget::load(Framework::StreamReader* zReader)
- {
- char b;
- zReader->lese(&b, 1);
- if (b == 1)
- {
- int id;
- zReader->lese((char*)&id, 4);
- return new ActionTarget(id);
- }
- else if (b == 2)
- {
- Framework::Vec3<int> pos;
- Direction side;
- zReader->lese((char*)&pos.x, 4);
- zReader->lese((char*)&pos.y, 4);
- zReader->lese((char*)&pos.z, 4);
- zReader->lese((char*)&side, 4);
- return new ActionTarget(pos, side);
- }
- return 0;
- }
- Entity::Entity(const EntityType* zType, Framework::Vec3<float> location, int dimensionId, int entityId)
- : Inventory(location, true),
- speed(0, 0, 0),
- faceDir(1, 0, 0),
- target(0),
- zEntityType(zType),
- currentDimensionId(dimensionId),
- removed(0),
- gravityMultiplier(1.f),
- id(entityId)
- {}
- void Entity::onDeath()
- {
- removed = 1;
- Game::INSTANCE->requestWorldUpdate(new EntityRemovedUpdate(id, currentDimensionId, location));
- }
- void Entity::useItem(const ItemType* zType, Item* zItem)
- {
- if (zItem && zItem->isEatable())
- { // TODO: eat item
- zItem->applyFoodEffects(this);
- }
- else if (zItem && zItem->isPlaceable())
- { // TODO: place item
- cs.lock();
- if (target)
- target->placeBlock(this, zItem);
- cs.unlock();
- }
- else if (!zItem || zItem->isUsable())
- { // use item skill
- cs.lock();
- if (target)
- {
- ItemSkill* selected = 0;
- for (ItemSkill* skill : skills)
- {
- if (skill->zSkillType() == zType)
- {
- selected = skill;
- break;
- }
- }
- if (!selected)
- {
- selected = zType->createDefaultItemSkill();
- skills.add(selected);
- }
- target->applyItemSkillOnTarget(this, selected, zItem);
- }
- cs.unlock();
- }
- }
- void Entity::onTargetChange()
- {}
- void Entity::addMovementFrame(MovementFrame& frame)
- {
- cs.lock();
- movements.add(frame);
- cs.unlock();
- NetworkMessage* message = new NetworkMessage();
- message->addressEntity(this);
- char* msg = new char[37];
- msg[0] = 0;
- *(float*)(msg + 1) = frame.direction.x;
- *(float*)(msg + 5) = frame.direction.y;
- *(float*)(msg + 9) = frame.direction.z;
- *(float*)(msg + 13) = frame.targetPosition.x;
- *(float*)(msg + 17) = frame.targetPosition.y;
- *(float*)(msg + 21) = frame.targetPosition.z;
- *(int*)(msg + 25) = frame.movementFlags;
- *(double*)(msg + 29) = frame.duration;
- message->setMessage(msg, 37);
- Game::INSTANCE->broadcastMessage(message);
- faceDir = frame.direction;
- // TODO implement subscription system to notify only interested clients
- }
- void Entity::calculateTarget(Framework::Vec3<float> basePos, Framework::Vec3<float> direction)
- {
- Vec3<float> headPosition = basePos + faceOffset;
- int px = (int)floor(headPosition.x);
- int py = (int)floor(headPosition.y);
- int pz = (int)floor(headPosition.z);
- direction.normalize();
- Direction dir = BOTTOM;
- while (true)
- {
- if (getDefaultBlock(Game::INSTANCE->zBlockAt(Vec3<int>{ px, py, pz }, currentDimensionId))->isInteractable())
- {
- if (!target || !target->isBlock({ px, py, pz }, dir))
- {
- cs.lock();
- delete target;
- target = new ActionTarget({ px, py, pz }, dir);
- cs.unlock();
- onTargetChange();
- }
- break;
- }
- // collision to neighbor of current block
- if (direction.x > 0)
- {
- float xt = ((float)px + 1.f - headPosition.x) / direction.x;
- Vec3<float> tmp = headPosition + direction * xt;
- if (xt <= targetDistanceLimit && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
- {
- dir = WEST;
- px++;
- continue;
- }
- }
- if (direction.x < 0)
- {
- float xt = ((float)px - headPosition.x) / direction.x;
- Vec3<float> tmp = headPosition + direction * xt;
- if (xt <= targetDistanceLimit && tmp.y >= (float)py && tmp.y < (float)py + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
- {
- dir = EAST;
- px--;
- continue;
- }
- }
- if (direction.y > 0)
- {
- float yt = ((float)py + 1.f - headPosition.y) / direction.y;
- Vec3<float> tmp = headPosition + direction * yt;
- if (yt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
- {
- dir = NORTH;
- py++;
- continue;
- }
- }
- if (direction.y < 0)
- {
- float yt = ((float)py - headPosition.y) / direction.y;
- Vec3<float> tmp = headPosition + direction * yt;
- if (yt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.z >= (float)pz && tmp.z < (float)pz + 1.f)
- {
- dir = SOUTH;
- py--;
- continue;
- }
- }
- if (direction.z > 0)
- {
- float zt = ((float)pz + 1.f - headPosition.z) / direction.z;
- Vec3<float> tmp = headPosition + direction * zt;
- if (zt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1.f)
- {
- dir = BOTTOM;
- pz++;
- continue;
- }
- }
- if (direction.z < 0)
- {
- float zt = ((float)pz - headPosition.z) / direction.z;
- Vec3<float> tmp = headPosition + direction * zt;
- if (zt <= targetDistanceLimit && tmp.x >= (float)px && tmp.x < (float)px + 1.f && tmp.y >= (float)py && tmp.y < (float)py + 1)
- {
- dir = TOP;
- pz--;
- continue;
- }
- }
- if (target)
- {
- cs.lock();
- delete target;
- target = 0;
- cs.unlock();
- onTargetChange();
- }
- break;
- }
- }
- void Entity::prepareTick(const Dimension* zDimension)
- {}
- void Entity::tick(const Dimension* zDimension)
- {
- if (time.isMeasuring())
- {
- time.messungEnde();
- if (movements.getEintragAnzahl() > 0)
- {
- MovementFrame currentFrame = movements.get(0);
- double seconds = time.getSekunden();
- while (seconds > 0)
- {
- if (currentFrame.duration <= 0)
- {
- cs.lock();
- movements.remove(0);
- cs.unlock();
- if (movements.getEintragAnzahl() > 0)
- currentFrame = movements.get(0);
- else
- break;
- }
- double t = MIN(currentFrame.duration, seconds);
- // TODO: add collisin detection to reduce cheating capability
- location += (currentFrame.targetPosition - location) * (float)(t / currentFrame.duration);
- currentFrame.duration -= t;
- seconds -= t;
- if (currentFrame.duration <= 0)
- {
- location = currentFrame.targetPosition;
- }
- }
- if (currentFrame.duration > 0)
- movements.set(currentFrame, 0);
- }
- }
- time.messungStart();
- }
- void Entity::api(Framework::StreamReader* zRequest, NetworkMessage* zResponse)
- {}
- void Entity::onFall(float collisionSpeed)
- {
- if (collisionSpeed > 5)
- {
- // TODO: take damage
- }
- }
- void Entity::setPosition(Framework::Vec3<float> pos)
- {
- location = pos;
- }
- float Entity::getMaxHP() const
- {
- return maxHP;
- }
- float Entity::getCurrentHP() const
- {
- return currentHP;
- }
- float Entity::getStamina() const
- {
- return stamina;
- }
- float Entity::getMaxStamina() const
- {
- return maxStamina;
- }
- float Entity::getHunger() const
- {
- return hunger;
- }
- float Entity::getMaxHunger() const
- {
- return maxHunger;
- }
- float Entity::getThirst() const
- {
- return thirst;
- }
- float Entity::getMaxThirst() const
- {
- return maxThirst;
- }
- Framework::Vec3<float> Entity::getSpeed() const
- {
- return speed;
- }
- Framework::Vec3<float> Entity::getFaceDir() const
- {
- return faceDir;
- }
- Framework::Vec3<float> Entity::getPosition() const
- {
- return location;
- }
- float Entity::getGravityMultiplier() const
- {
- return gravityMultiplier;
- }
- int Entity::getCurrentDimensionId() const
- {
- return currentDimensionId;
- }
- bool Entity::isRemoved() const
- {
- return removed;
- }
- const EntityType* Entity::zType() const
- {
- return zEntityType;
- }
- const ActionTarget* Entity::zTarget() const
- {
- return target;
- }
- int Entity::getId() const
- {
- return id;
- }
- bool Entity::hasDefaultModel() const
- {
- return 1;
- }
- ModelInfo Entity::getSpecialModel() const
- {
- return ModelInfo("", "", 0);
- }
- float Entity::getMaxSpeed() const
- {
- return maxMovementSpeed;
- }
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