Files
MinecraftConsoles/Minecraft.World/Entity.cpp
2026-03-01 12:16:08 +08:00

1957 lines
45 KiB
C++

#include "stdafx.h"
#include "com.mojang.nbt.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.item.enchantment.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.phys.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.level.material.h"
#include "net.minecraft.world.damagesource.h"
#include "SynchedEntityData.h"
#include "EntityIO.h"
#include "SharedConstants.h"
#include "ParticleTypes.h"
#include "EntityPos.h"
#include "Entity.h"
#include "SoundTypes.h"
#include "..\minecraft.Client\HumanoidModel.h"
#include "..\Minecraft.Client\MinecraftServer.h"
#include "..\Minecraft.Client\MultiPlayerLevel.h"
#include "..\Minecraft.Client\MultiplayerLocalPlayer.h"
int Entity::entityCounter = 2048; // 4J - changed initialiser to 2048, as we are using range 0 - 2047 as special unique smaller ids for things that need network tracked
DWORD Entity::tlsIdx = TlsAlloc();
// 4J - added getSmallId & freeSmallId methods
unsigned int Entity::entityIdUsedFlags[2048/32] = {0};
unsigned int Entity::entityIdWanderFlags[2048/32] = {0};
unsigned int Entity::entityIdRemovingFlags[2048/32] = {0};
int Entity::extraWanderIds[EXTRA_WANDER_MAX] = {0};
int Entity::extraWanderTicks = 0;
int Entity::extraWanderCount = 0;
int Entity::getSmallId()
{
unsigned int *puiUsedFlags = entityIdUsedFlags;
unsigned int *puiRemovedFlags = NULL;
// If we are the server (we should be, if we are allocating small Ids), then check with the server if there are any small Ids which are
// still in the ServerPlayer's vectors of entities to be removed - these are used to gather up a set of entities into one network packet
// for final notification to the client that the entities are removed. We can't go re-using these small Ids yet, as otherwise we will
// potentially end up telling the client that the entity has been removed After we have already re-used its Id and created a new entity.
// This ends up with newly created client-side entities being removed by accident, causing invisible mobs.
if( ((size_t)TlsGetValue(tlsIdx) != 0 ) )
{
MinecraftServer *server = MinecraftServer::getInstance();
if( server )
{
// In some attempt to optimise this, flagEntitiesToBeRemoved most of the time shouldn't do anything at all, and in this case it
// doesn't even memset the entityIdRemovingFlags array, so we shouldn't use it if the return value is false.
bool removedFound = server->flagEntitiesToBeRemoved(entityIdRemovingFlags);
if( removedFound )
{
// Has set up the entityIdRemovingFlags vector in this case, so we should check against this when allocating new ids
// app.DebugPrintf("getSmallId: Removed entities found\n");
puiRemovedFlags = entityIdRemovingFlags;
}
}
}
for( int i = 0; i < (2048 / 32 ); i++ )
{
unsigned int uiFlags = *puiUsedFlags;
if( uiFlags != 0xffffffff )
{
unsigned int uiMask = 0x80000000;
for( int j = 0; j < 32; j++ )
{
// See comments above - now checking (if required) that these aren't newly removed entities that the clients still haven't been told about,
// so we don't reuse those ids before we should.
if( puiRemovedFlags )
{
if( puiRemovedFlags[i] & uiMask )
{
// app.DebugPrintf("Avoiding using ID %d (0x%x)\n", i * 32 + j,puiRemovedFlags[i]);
uiMask >>= 1;
continue;
}
}
if( ( uiFlags & uiMask ) == 0 )
{
uiFlags |= uiMask;
*puiUsedFlags = uiFlags;
return i * 32 + j;
}
uiMask >>= 1;
}
}
puiUsedFlags++;
}
app.DebugPrintf("Out of small entity Ids... possible leak?\n");
__debugbreak();
return -1;
}
void Entity::countFlagsForPIX()
{
int freecount = 0;
unsigned int *puiUsedFlags = entityIdUsedFlags;
for( int i = 0; i < (2048 / 32 ); i++ )
{
unsigned int uiFlags = *puiUsedFlags;
if( uiFlags != 0xffffffff )
{
unsigned int uiMask = 0x80000000;
for( int j = 0; j < 32; j++ )
{
if( ( uiFlags & uiMask ) == 0 )
{
freecount++;
}
uiMask >>= 1;
}
}
puiUsedFlags++;
}
PIXAddNamedCounter(freecount,"Small Ids free");
PIXAddNamedCounter(2048 - freecount,"Small Ids used");
}
void Entity::resetSmallId()
{
freeSmallId(entityId);
if( ((size_t)TlsGetValue(tlsIdx) != 0 ) )
{
entityId = getSmallId();
}
}
void Entity::freeSmallId(int index)
{
if( ( (size_t)TlsGetValue(tlsIdx) ) == 0 ) return; // Don't do anything with small ids if this isn't the server thread
if( index >= 2048 ) return; // Don't do anything if this isn't a short id
unsigned int i = index / 32;
unsigned int j = index % 32;
unsigned int uiMask = ~(0x80000000 >> j);
entityIdUsedFlags[i] &= uiMask;
entityIdWanderFlags[i] &= uiMask;
}
void Entity::useSmallIds()
{
TlsSetValue(tlsIdx,(LPVOID)1);
}
// Things also added here to be able to manage the concept of a number of extra "wandering" entities - normally path finding entities aren't allowed to
// randomly wander about once they are a certain distance away from any player, but we want to be able to (in a controlled fashion) allow some to be able
// to move so that we can determine whether they have been enclosed in some kind of farm, and so be able to better determine what shouldn't or shouldn't be despawned.
// Let the management system here know whether or not to consider this particular entity for some extra wandering
void Entity::considerForExtraWandering(bool enable)
{
if( ( (size_t)TlsGetValue(tlsIdx) ) == 0 ) return; // Don't do anything with small ids if this isn't the server thread
if( entityId >= 2048 ) return; // Don't do anything if this isn't a short id
unsigned int i = entityId / 32;
unsigned int j = entityId % 32;
if( enable )
{
unsigned int uiMask = 0x80000000 >> j;
entityIdWanderFlags[i] |= uiMask;
}
else
{
unsigned int uiMask = ~(0x80000000 >> j);
entityIdWanderFlags[i] &= uiMask;
}
}
// Should this entity do wandering in addition to what the java code would have done?
bool Entity::isExtraWanderingEnabled()
{
if( ( (size_t)TlsGetValue(tlsIdx) ) == 0 ) return false; // Don't do anything with small ids if this isn't the server thread
if( entityId >= 2048 ) return false; // Don't do anything if this isn't a short id
for( int i = 0; i < extraWanderCount; i++ )
{
if( extraWanderIds[i] == entityId ) return true;
}
return false;
}
// Returns a quadrant of direction that a given entity should be moved in - this is to stop the randomness of the wandering/strolling from just making the entity double back
// on itself and thus making the determination of whether the entity has been enclosed take longer than it needs to. This function returns a quadrant from 0 to 3
// that should be consistent within one period of an entity being considered for extra wandering, but should potentially vary between tries and between different entities.
int Entity::getWanderingQuadrant()
{
return ( entityId + ( extraWanderTicks / EXTRA_WANDER_TICKS ) ) & 3;
}
// Every EXTRA_WANDER_TICKS ticks, attempt to find EXTRA_WANDER_MAX entity Ids from those that have been flagged as ones that should be considered for
// extra wandering
void Entity::tickExtraWandering()
{
extraWanderTicks++;
// Time to move onto some new entities?
if( ( extraWanderTicks % EXTRA_WANDER_TICKS == 0 ) )
{
// printf("Updating extras: ");
// Start from the next Id after the one that we last found, or zero if we didn't find anything last time
int entityId = 0;
if( extraWanderCount )
{
entityId = ( extraWanderIds[ extraWanderCount - 1 ] + 1 ) % 2048;
}
extraWanderCount = 0;
for( int k = 0; ( k < 2048 ) && ( extraWanderCount < EXTRA_WANDER_MAX); k++ )
{
unsigned int i = entityId / 32;
unsigned int j = entityId % 32;
unsigned int uiMask = 0x80000000 >> j;
if( entityIdWanderFlags[i] & uiMask )
{
extraWanderIds[ extraWanderCount++ ] = entityId;
// printf("%d, ", entityId);
}
entityId = ( entityId + 1 ) % 2048;
}
// printf("\n");
}
}
// 4J - added for common ctor code
// Do all the default initialisations done in the java class
void Entity::_init(bool useSmallId)
{
// 4J - changed to assign two different types of ids. A range from 0-2047 is used for things that we'll be wanting to identify over the network,
// so we should only need 11 bits rather than 32 to uniquely identify them. The rest of the range is used for anything we don't need to track like this,
// currently particles. We only ever want to allocate this type of id from the server thread, so using thread local storage to isolate this.
if( useSmallId && ((size_t)TlsGetValue(tlsIdx) != 0 ) )
{
entityId = getSmallId();
}
else
{
entityId = Entity::entityCounter++;
if(entityCounter == 0x7ffffff ) entityCounter = 2048;
}
viewScale = 1.0;
blocksBuilding = false;
rider = weak_ptr<Entity>();
riding = nullptr;
//level = NULL; // Level is assigned to in the original c_tor code
xo = yo = zo = 0.0;
x = y = z = 0.0;
xd = yd = zd = 0.0;
yRot = xRot = 0.0f;
yRotO = xRotO = 0.0f;
bb = AABB::newPermanent(0, 0, 0, 0, 0, 0); // 4J Was final
onGround = false;
horizontalCollision = verticalCollision = false;
collision = false;
hurtMarked = false;
isStuckInWeb = false;
slide = true;
removed = false;
heightOffset = 0 / 16.0f;
bbWidth = 0.6f;
bbHeight = 1.8f;
walkDistO = 0;
walkDist = 0;
fallDistance = 0;
nextStep = 1;
xOld = yOld = zOld = 0.0;
ySlideOffset = 0;
footSize = 0.0f;
noPhysics = false;
pushthrough = 0.0f;
random = new Random();
tickCount = 0;
flameTime = 1;
onFire = 0;
wasInWater = false;
invulnerableTime = 0;
firstTick = true;
customTextureUrl = L"";
customTextureUrl2 = L"";
fireImmune = false;
// values that need to be sent to clients in SMP
entityData = shared_ptr<SynchedEntityData>(new SynchedEntityData());
xRideRotA = yRideRotA = 0.0;
inChunk = false;
xChunk = yChunk = zChunk = 0;
xp = yp = zp = 0;
xRotp = yRotp = 0;
noCulling = false;
hasImpulse = false;
// 4J Added
m_ignoreVerticalCollisions = false;
m_uiAnimOverrideBitmask = 0L;
}
Entity::Entity(Level *level, bool useSmallId) // 4J - added useSmallId parameter
{
MemSect(16);
_init(useSmallId);
MemSect(0);
this->level = level;
// resetPos();
setPos(0, 0, 0);
entityData->define(DATA_SHARED_FLAGS_ID, (byte) 0);
entityData->define(DATA_AIR_SUPPLY_ID, TOTAL_AIR_SUPPLY); // 4J Stu - Brought forward from 1.2.3 to fix 38654 - Gameplay: Player will take damage when air bubbles are present if resuming game from load/autosave underwater.
// 4J Stu - We cannot call virtual functions in ctors, as at this point the object
// is of type Entity and not a derived class
//this->defineSynchedData();
}
Entity::~Entity()
{
freeSmallId(entityId);
delete random;
delete bb;
}
shared_ptr<SynchedEntityData> Entity::getEntityData()
{
return entityData;
}
/*
public bool equals(Object obj) {
if (obj instanceof Entity) {
return ((Entity) obj).entityId == entityId;
}
return false;
}
public int hashCode() {
return entityId;
}
*/
void Entity::resetPos()
{
if (level == NULL) return;
shared_ptr<Entity> sharedThis = shared_from_this();
while (true && y > 0)
{
setPos(x, y, z);
if (level->getCubes(sharedThis, bb)->empty()) break;
y += 1;
}
xd = yd = zd = 0;
xRot = 0;
}
void Entity::remove()
{
removed = true;
}
void Entity::setSize(float w, float h)
{
if (w != bbWidth || h != bbHeight)
{
float oldW = bbWidth;
bbWidth = w;
bbHeight = h;
bb->x1 = bb->x0 + bbWidth;
bb->z1 = bb->z0 + bbWidth;
bb->y1 = bb->y0 + bbHeight;
if (bbWidth > oldW && !firstTick && !level->isClientSide)
{
move(oldW - bbWidth, 0, oldW - bbWidth);
}
}
}
void Entity::setPos(EntityPos *pos)
{
if (pos->move) setPos(pos->x, pos->y, pos->z);
else setPos(x, y, z);
if (pos->rot) setRot(pos->yRot, pos->xRot);
else setRot(yRot, xRot);
}
void Entity::setRot(float yRot, float xRot)
{
/* JAVA:
this->yRot = yRot % 360.0f;
this->xRot = xRot % 360.0f;
C++ Cannot do mod of non-integral type
*/
while( yRot >= 360.0f )
yRot -= 360.0f;
while( yRot < 0 )
yRot += 360.0f;
while( xRot >= 360.0f )
xRot -= 360.0f;
this->yRot = yRot;
this->xRot = xRot;
}
void Entity::setPos(double x, double y, double z)
{
this->x = x;
this->y = y;
this->z = z;
float w = bbWidth / 2;
float h = bbHeight;
bb->set(x - w, y - heightOffset + ySlideOffset, z - w, x + w, y - heightOffset + ySlideOffset + h, z + w);
}
void Entity::turn(float xo, float yo)
{
float xRotOld = xRot;
float yRotOld = yRot;
yRot += xo * 0.15f;
xRot -= yo * 0.15f;
if (xRot < -90) xRot = -90;
if (xRot > 90) xRot = 90;
xRotO += xRot - xRotOld;
yRotO += yRot - yRotOld;
}
void Entity::interpolateTurn(float xo, float yo)
{
yRot += xo * 0.15f;
xRot -= yo * 0.15f;
if (xRot < -90) xRot = -90;
if (xRot > 90) xRot = 90;
}
void Entity::tick()
{
baseTick();
}
void Entity::baseTick()
{
// 4J Stu - Not needed
//util.Timer.push("entityBaseTick");
if (riding != NULL && riding->removed) riding = nullptr;
tickCount++;
walkDistO = walkDist;
xo = x;
yo = y;
zo = z;
xRotO = xRot;
yRotO = yRot;
if (isSprinting() && !isInWater() && canCreateParticles())
{
int xt = Mth::floor(x);
int yt = Mth::floor(y - 0.2f - this->heightOffset);
int zt = Mth::floor(z);
int t = level->getTile(xt, yt, zt);
int d = level->getData(xt, yt, zt);
if (t > 0)
{
level->addParticle(PARTICLE_TILECRACK(t,d), x + (random->nextFloat() - 0.5) * bbWidth, bb->y0 + 0.1, z + (random->nextFloat() - 0.5) * bbWidth, -xd * 4, 1.5, -zd * 4);
}
}
if (updateInWaterState())
{
if (!wasInWater && !firstTick && canCreateParticles())
{
float speed = Mth::sqrt(xd * xd * 0.2f + yd * yd + zd * zd * 0.2f) * 0.2f;
if (speed > 1) speed = 1;
MemSect(31);
level->playSound(shared_from_this(), eSoundType_RANDOM_SPLASH, speed, 1 + (random->nextFloat() - random->nextFloat()) * 0.4f);
MemSect(0);
float yt = (float) Mth::floor(bb->y0);
for (int i = 0; i < 1 + bbWidth * 20; i++)
{
float xo = (random->nextFloat() * 2 - 1) * bbWidth;
float zo = (random->nextFloat() * 2 - 1) * bbWidth;
level->addParticle(eParticleType_bubble, x + xo, yt + 1, z + zo, xd, yd - random->nextFloat() * 0.2f, zd);
}
for (int i = 0; i < 1 + bbWidth * 20; i++)
{
float xo = (random->nextFloat() * 2 - 1) * bbWidth;
float zo = (random->nextFloat() * 2 - 1) * bbWidth;
level->addParticle(eParticleType_splash, x + xo, yt + 1, z + zo, xd, yd, zd);
}
}
fallDistance = 0;
wasInWater = true;
onFire = 0;
}
else
{
wasInWater = false;
}
if (level->isClientSide)
{
onFire = 0;
}
else
{
if (onFire > 0)
{
if (fireImmune)
{
onFire -= 4;
if (onFire < 0) onFire = 0;
}
else
{
if (onFire % 20 == 0)
{
hurt(DamageSource::onFire, 1);
}
onFire--;
}
}
}
if (isInLava())
{
lavaHurt();
fallDistance *= .5f;
}
if (y < -64)
{
outOfWorld();
}
if (!level->isClientSide)
{
setSharedFlag(FLAG_ONFIRE, onFire > 0);
setSharedFlag(FLAG_RIDING, riding != NULL);
}
firstTick = false;
// 4J Stu - Unused
//util.Timer.pop();
}
void Entity::lavaHurt()
{
if (fireImmune)
{
}
else
{
hurt(DamageSource::lava, 4);
setOnFire(15);
}
}
void Entity::setOnFire(int numberOfSeconds)
{
int newValue = numberOfSeconds * SharedConstants::TICKS_PER_SECOND;
newValue = ProtectionEnchantment::getFireAfterDampener(shared_from_this(), newValue);
if (onFire < newValue)
{
onFire = newValue;
}
}
void Entity::clearFire()
{
onFire = 0;
}
void Entity::outOfWorld()
{
remove();
}
bool Entity::isFree(float xa, float ya, float za, float grow)
{
AABB *box = bb->grow(grow, grow, grow)->cloneMove(xa, ya, za);
AABBList *aABBs = level->getCubes(shared_from_this(), box);
if (!aABBs->empty()) return false;
if (level->containsAnyLiquid(box)) return false;
return true;
}
bool Entity::isFree(double xa, double ya, double za)
{
AABB *box = bb->cloneMove(xa, ya, za);
AABBList *aABBs = level->getCubes(shared_from_this(), box);
if (!aABBs->empty()) return false;
if (level->containsAnyLiquid(box)) return false;
return true;
}
void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J - added noEntityCubes parameter
{
if (noPhysics)
{
bb->move(xa, ya, za);
x = (bb->x0 + bb->x1) / 2.0f;
y = bb->y0 + heightOffset - ySlideOffset;
z = (bb->z0 + bb->z1) / 2.0f;
return;
}
ySlideOffset *= 0.4f;
double xo = x;
double zo = z;
if (isStuckInWeb)
{
isStuckInWeb = false;
xa *= 0.25f;
ya *= 0.05f;
za *= 0.25f;
xd = 0.0f;
yd = 0.0f;
zd = 0.0f;
}
double xaOrg = xa;
double yaOrg = ya;
double zaOrg = za;
AABB *bbOrg = bb->copy();
bool isPlayerSneaking = onGround && isSneaking() && dynamic_pointer_cast<Player>(shared_from_this()) != NULL;
if (isPlayerSneaking)
{
double d = 0.05;
while (xa != 0 && level->getCubes(shared_from_this(), bb->cloneMove(xa, -1.0, 0))->empty())
{
if (xa < d && xa >= -d) xa = 0;
else if (xa > 0) xa -= d;
else xa += d;
xaOrg = xa;
}
while (za != 0 && level->getCubes(shared_from_this(), bb->cloneMove(0, -1.0, za))->empty())
{
if (za < d && za >= -d) za = 0;
else if (za > 0) za -= d;
else za += d;
zaOrg = za;
}
while (xa != 0 && za != 0 && level->getCubes(shared_from_this(), bb->cloneMove(xa, -1.0, za))->empty())
{
if (xa < d && xa >= -d) xa = 0;
else if (xa > 0) xa -= d;
else xa += d;
if (za < d && za >= -d) za = 0;
else if (za > 0) za -= d;
else za += d;
xaOrg = xa;
zaOrg = za;
}
}
AABBList *aABBs = level->getCubes(shared_from_this(), bb->expand(xa, ya, za), noEntityCubes, true);
// LAND FIRST, then x and z
AUTO_VAR(itEndAABB, aABBs->end());
// 4J Stu - Particles (and possibly other entities) don't have xChunk and zChunk set, so calculate the chunk instead
int xc = Mth::floor(x / 16);
int zc = Mth::floor(z / 16);
if(!level->isClientSide || level->reallyHasChunk(xc, zc))
{
// 4J Stu - It's horrible that the client is doing any movement at all! But if we don't have the chunk
// data then all the collision info will be incorrect as well
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
ya = (*it)->clipYCollide(bb, ya);
bb->move(0, ya, 0);
}
if (!slide && yaOrg != ya)
{
xa = ya = za = 0;
}
bool og = onGround || (yaOrg != ya && yaOrg < 0);
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
xa = (*it)->clipXCollide(bb, xa);
bb->move(xa, 0, 0);
if (!slide && xaOrg != xa)
{
xa = ya = za = 0;
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
za = (*it)->clipZCollide(bb, za);
bb->move(0, 0, za);
if (!slide && zaOrg != za)
{
xa = ya = za = 0;
}
if (footSize > 0 && og && (isPlayerSneaking || ySlideOffset < 0.05f) && ((xaOrg != xa) || (zaOrg != za)))
{
double xaN = xa;
double yaN = ya;
double zaN = za;
xa = xaOrg;
ya = footSize;
za = zaOrg;
AABB *normal = bb->copy();
bb->set(bbOrg);
// 4J - added extra expand, as if we don't move up by footSize by hitting a block above us, then overall we could be trying to move as much as footSize downwards,
// so we'd better include cubes under our feet in this list of things we might possibly collide with
aABBs = level->getCubes(shared_from_this(), bb->expand(xa, ya, za)->expand(0,-ya,0),false,true);
// LAND FIRST, then x and z
itEndAABB = aABBs->end();
if(!level->isClientSide || level->reallyHasChunk(xc, zc))
{
// 4J Stu - It's horrible that the client is doing any movement at all! But if we don't have the chunk
// data then all the collision info will be incorrect as well
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
ya = (*it)->clipYCollide(bb, ya);
bb->move(0, ya, 0);
}
if (!slide && yaOrg != ya)
{
xa = ya = za = 0;
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
xa = (*it)->clipXCollide(bb, xa);
bb->move(xa, 0, 0);
if (!slide && xaOrg != xa)
{
xa = ya = za = 0;
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
za = (*it)->clipZCollide(bb, za);
bb->move(0, 0, za);
if (!slide && zaOrg != za)
{
xa = ya = za = 0;
}
if (!slide && yaOrg != ya)
{
xa = ya = za = 0;
}
else
{
ya = -footSize;
// LAND FIRST, then x and z
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
ya = (*it)->clipYCollide(bb, ya);
bb->move(0, ya, 0);
}
if (xaN * xaN + zaN * zaN >= xa * xa + za * za)
{
xa = xaN;
ya = yaN;
za = zaN;
bb->set(normal);
}
else
{
double ss = bb->y0 - (int) bb->y0;
if (ss > 0) {
ySlideOffset += (float) (ss + 0.01);
}
}
}
x = (bb->x0 + bb->x1) / 2.0f;
y = bb->y0 + heightOffset - ySlideOffset;
z = (bb->z0 + bb->z1) / 2.0f;
horizontalCollision = (xaOrg != xa) || (zaOrg != za);
verticalCollision = !m_ignoreVerticalCollisions && (yaOrg != ya);
onGround = !m_ignoreVerticalCollisions && yaOrg != ya && yaOrg < 0;
collision = horizontalCollision || verticalCollision;
checkFallDamage(ya, onGround);
if (xaOrg != xa) xd = 0;
if (yaOrg != ya) yd = 0;
if (zaOrg != za) zd = 0;
double xm = x - xo;
double zm = z - zo;
if (makeStepSound() && !isPlayerSneaking && riding == NULL)
{
walkDist += (float) ( sqrt(xm * xm + zm * zm) * 0.6 );
int xt = Mth::floor(x);
int yt = Mth::floor(y - 0.2f - this->heightOffset);
int zt = Mth::floor(z);
int t = level->getTile(xt, yt, zt);
if (t == 0)
{
int renderShape = level->getTileRenderShape(xt, yt - 1, zt);
if (renderShape == Tile::SHAPE_FENCE || renderShape == Tile::SHAPE_WALL || renderShape == Tile::SHAPE_FENCE_GATE)
{
t = level->getTile(xt, yt - 1, zt);
}
}
if (walkDist > nextStep && t > 0)
{
nextStep = (int) walkDist + 1;
playStepSound(xt, yt, zt, t);
Tile::tiles[t]->stepOn(level, xt, yt, zt, shared_from_this());
}
}
checkInsideTiles();
bool water = this->isInWaterOrRain();
if (level->containsFireTile(bb->shrink(0.001, 0.001, 0.001)))
{
burn(1);
if (!water)
{
onFire++;
if (onFire == 0) setOnFire(8);
}
}
else
{
if (onFire <= 0)
{
onFire = -flameTime;
}
}
if (water && onFire > 0)
{
level->playSound(shared_from_this(), eSoundType_RANDOM_FIZZ, 0.7f, 1.6f + (random->nextFloat() - random->nextFloat()) * 0.4f);
onFire = -flameTime;
}
}
void Entity::checkInsideTiles()
{
int x0 = Mth::floor(bb->x0 + 0.001);
int y0 = Mth::floor(bb->y0 + 0.001);
int z0 = Mth::floor(bb->z0 + 0.001);
int x1 = Mth::floor(bb->x1 - 0.001);
int y1 = Mth::floor(bb->y1 - 0.001);
int z1 = Mth::floor(bb->z1 - 0.001);
if (level->hasChunksAt(x0, y0, z0, x1, y1, z1))
{
for (int x = x0; x <= x1; x++)
for (int y = y0; y <= y1; y++)
for (int z = z0; z <= z1; z++)
{
int t = level->getTile(x, y, z);
if (t > 0)
{
Tile::tiles[t]->entityInside(level, x, y, z, shared_from_this());
}
}
}
}
void Entity::playStepSound(int xt, int yt, int zt, int t)
{
const Tile::SoundType *soundType = Tile::tiles[t]->soundType;
MemSect(31);
if(GetType() == eTYPE_PLAYER)
{
// should we turn off step sounds?
unsigned int uiAnimOverrideBitmask=getAnimOverrideBitmask(); // this is masked for custom anim off, and force anim
if(( uiAnimOverrideBitmask& (1<<HumanoidModel::eAnim_NoLegAnim))!=0)
{
return;
}
MultiPlayerLevel *mplevel= (MultiPlayerLevel *)level;
if(mplevel)
{
if (level->getTile(xt, yt + 1, zt) == Tile::topSnow_Id)
{
soundType = Tile::topSnow->soundType;
mplevel->playLocalSound((double)xt+0.5,(double)yt,(double)zt+0.5,soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
else if (!Tile::tiles[t]->material->isLiquid())
{
mplevel->playLocalSound((double)xt+0.5,(double)yt,(double)zt+0.5,soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
}
else
{
if (level->getTile(xt, yt + 1, zt) == Tile::topSnow_Id)
{
soundType = Tile::topSnow->soundType;
level->playLocalSound((double)xt+0.5,(double)yt,(double)zt+0.5,soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
else if (!Tile::tiles[t]->material->isLiquid())
{
level->playLocalSound((double)xt+0.5,(double)yt,(double)zt+0.5,soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
}
}
else
{
if (level->getTile(xt, yt + 1, zt) == Tile::topSnow_Id)
{
soundType = Tile::topSnow->soundType;
level->playSound(shared_from_this(), soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
else if (!Tile::tiles[t]->material->isLiquid())
{
level->playSound(shared_from_this(), soundType->getStepSound(), soundType->getVolume() * 0.15f, soundType->getPitch());
}
}
MemSect(0);
}
void Entity::playSound(int iSound, float volume, float pitch)
{
level->playSound(shared_from_this(), iSound, volume, pitch);
}
bool Entity::makeStepSound()
{
return true;
}
void Entity::checkFallDamage(double ya, bool onGround)
{
if (onGround)
{
if (fallDistance > 0)
{
if (dynamic_pointer_cast<Mob>(shared_from_this()) != NULL)
{
int xt = Mth::floor(x);
int yt = Mth::floor(y - 0.2f - this->heightOffset);
int zt = Mth::floor(z);
int t = level->getTile(xt, yt, zt);
if (t == 0 && level->getTile(xt, yt - 1, zt) == Tile::fence_Id)
{
t = level->getTile(xt, yt - 1, zt);
}
if (t > 0)
{
Tile::tiles[t]->fallOn(level, xt, yt, zt, shared_from_this(), fallDistance);
}
}
causeFallDamage(fallDistance);
fallDistance = 0;
}
}
else
{
if (ya < 0) fallDistance -= (float) ya;
}
}
AABB *Entity::getCollideBox()
{
return NULL;
}
void Entity::burn(int dmg)
{
if (!fireImmune)
{
hurt(DamageSource::inFire, dmg);
}
}
bool Entity::isFireImmune()
{
return fireImmune;
}
void Entity::causeFallDamage(float distance)
{
if (rider.lock() != NULL) rider.lock()->causeFallDamage(distance);
}
bool Entity::isInWaterOrRain()
{
return wasInWater || (level->isRainingAt( Mth::floor(x), Mth::floor(y), Mth::floor(z)));
}
bool Entity::isInWater()
{
return wasInWater;
}
bool Entity::updateInWaterState()
{
return level->checkAndHandleWater(bb->grow(0, -0.4f, 0)->shrink(0.001, 0.001, 0.001), Material::water, shared_from_this());
}
bool Entity::isUnderLiquid(Material *material)
{
double yp = y + getHeadHeight();
int xt = Mth::floor(x);
int yt = Mth::floor(yp); // 4J - this used to be a nested pair of floors for some reason
int zt = Mth::floor(z);
int t = level->getTile(xt, yt, zt);
if (t != 0 && Tile::tiles[t]->material == material) {
float hh = LiquidTile::getHeight(level->getData(xt, yt, zt)) - 1 / 9.0f;
float h = yt + 1 - hh;
return yp < h;
}
return false;
}
float Entity::getHeadHeight()
{
return 0;
}
bool Entity::isInLava()
{
return level->containsMaterial(bb->grow(-0.1f, -0.4f, -0.1f), Material::lava);
}
void Entity::moveRelative(float xa, float za, float speed)
{
float dist = xa * xa + za * za;
if (dist < 0.01f * 0.01f) return;
dist = sqrt(dist);
if (dist < 1) dist = 1;
dist = speed / dist;
xa *= dist;
za *= dist;
float sinVar = Mth::sin(yRot * PI / 180);
float cosVar = Mth::cos(yRot * PI / 180);
xd += xa * cosVar - za * sinVar;
zd += za * cosVar + xa * sinVar;
}
// 4J - change brought forward from 1.8.2
int Entity::getLightColor(float a)
{
int xTile = Mth::floor(x);
int zTile = Mth::floor(z);
if (level->hasChunkAt(xTile, 0, zTile))
{
double hh = (bb->y1 - bb->y0) * 0.66;
int yTile = Mth::floor(y - this->heightOffset + hh);
return level->getLightColor(xTile, yTile, zTile, 0);
}
return 0;
}
// 4J - changes brought forward from 1.8.2
float Entity::getBrightness(float a)
{
int xTile = Mth::floor(x);
int zTile = Mth::floor(z);
if (level->hasChunkAt(xTile, 0, zTile))
{
double hh = (bb->y1 - bb->y0) * 0.66;
int yTile = Mth::floor(y - this->heightOffset + hh);
return level->getBrightness(xTile, yTile, zTile);
}
return 0;
}
void Entity::setLevel(Level *level)
{
this->level = level;
}
void Entity::absMoveTo(double x, double y, double z, float yRot, float xRot)
{
this->xo = this->x = x;
this->yo = this->y = y;
this->zo = this->z = z;
this->yRotO = this->yRot = yRot;
this->xRotO = this->xRot = xRot;
ySlideOffset = 0;
double yRotDiff = yRotO - yRot;
if (yRotDiff < -180) yRotO += 360;
if (yRotDiff >= 180) yRotO -= 360;
this->setPos(this->x, this->y, this->z);
this->setRot(yRot, xRot);
}
void Entity::moveTo(double x, double y, double z, float yRot, float xRot)
{
this->xOld = this->xo = this->x = x;
this->yOld = this->yo = this->y = y + heightOffset;
this->zOld = this->zo = this->z = z;
this->yRot = yRot;
this->xRot = xRot;
this->setPos(this->x, this->y, this->z);
}
float Entity::distanceTo(shared_ptr<Entity> e)
{
float xd = (float) (x - e->x);
float yd = (float) (y - e->y);
float zd = (float) (z - e->z);
return sqrt(xd * xd + yd * yd + zd * zd);
}
double Entity::distanceToSqr(double x2, double y2, double z2)
{
double xd = (x - x2);
double yd = (y - y2);
double zd = (z - z2);
return xd * xd + yd * yd + zd * zd;
}
double Entity::distanceTo(double x2, double y2, double z2)
{
double xd = (x - x2);
double yd = (y - y2);
double zd = (z - z2);
return sqrt(xd * xd + yd * yd + zd * zd);
}
double Entity::distanceToSqr(shared_ptr<Entity> e)
{
double xd = x - e->x;
double yd = y - e->y;
double zd = z - e->z;
return xd * xd + yd * yd + zd * zd;
}
void Entity::playerTouch(shared_ptr<Player> player)
{
}
void Entity::push(shared_ptr<Entity> e)
{
if (e->rider.lock().get() == this || e->riding.get() == this) return;
double xa = e->x - x;
double za = e->z - z;
double dd = Mth::asbMax(xa, za);
if (dd >= 0.01f)
{
dd = sqrt(dd);
xa /= dd;
za /= dd;
double pow = 1 / dd;
if (pow > 1) pow = 1;
xa *= pow;
za *= pow;
xa *= 0.05f;
za *= 0.05f;
xa *= 1 - pushthrough;
za *= 1 - pushthrough;
this->push(-xa, 0, -za);
e->push(xa, 0, za);
}
}
void Entity::push(double xa, double ya, double za)
{
xd += xa;
yd += ya;
zd += za;
this->hasImpulse = true;
}
void Entity::markHurt()
{
this->hurtMarked = true;
}
bool Entity::hurt(DamageSource *source, int damage)
{
markHurt();
return false;
}
bool Entity::intersects(double x0, double y0, double z0, double x1, double y1, double z1)
{
return bb->intersects(x0, y0, z0, x1, y1, z1);
}
bool Entity::isPickable()
{
return false;
}
bool Entity::isPushable()
{
return false;
}
bool Entity::isShootable()
{
return false;
}
void Entity::awardKillScore(shared_ptr<Entity> victim, int score)
{
}
bool Entity::shouldRender(Vec3 *c)
{
double xd = x - c->x;
double yd = y - c->y;
double zd = z - c->z;
double distance = xd * xd + yd * yd + zd * zd;
return shouldRenderAtSqrDistance(distance);
}
bool Entity::shouldRenderAtSqrDistance(double distance)
{
double size = bb->getSize();
size *= 64.0f * viewScale;
return distance < size * size;
}
// 4J - used to be wstring return type, returning L""
int Entity::getTexture()
{
return -1;
}
bool Entity::isCreativeModeAllowed()
{
return false;
}
bool Entity::save(CompoundTag *entityTag)
{
wstring id = getEncodeId();
if (removed || id.empty() )
{
return false;
}
// TODO Is this fine to be casting to a non-const char pointer?
entityTag->putString(L"id", id );
saveWithoutId(entityTag);
return true;
}
void Entity::saveWithoutId(CompoundTag *entityTag)
{
entityTag->put(L"Pos", newDoubleList(3, x, y + ySlideOffset, z));
entityTag->put(L"Motion", newDoubleList(3, xd, yd, zd));
entityTag->put(L"Rotation", newFloatList(2, yRot, xRot));
entityTag->putFloat(L"FallDistance", fallDistance);
entityTag->putShort(L"Fire", (short) onFire);
entityTag->putShort(L"Air", (short) getAirSupply());
entityTag->putBoolean(L"OnGround", onGround);
addAdditonalSaveData(entityTag);
}
void Entity::load(CompoundTag *tag)
{
ListTag<DoubleTag> *pos = (ListTag<DoubleTag> *) tag->getList(L"Pos");
ListTag<DoubleTag> *motion = (ListTag<DoubleTag> *) tag->getList(L"Motion");
ListTag<FloatTag> *rotation = (ListTag<FloatTag> *) tag->getList(L"Rotation");
xd = motion->get(0)->data;
yd = motion->get(1)->data;
zd = motion->get(2)->data;
if (abs(xd) > 10.0)
{
xd = 0;
}
if (abs(yd) > 10.0)
{
yd = 0;
}
if (abs(zd) > 10.0)
{
zd = 0;
}
xo = xOld = x = pos->get(0)->data;
yo = yOld = y = pos->get(1)->data;
zo = zOld = z = pos->get(2)->data;
yRotO = yRot = rotation->get(0)->data;
xRotO = xRot = rotation->get(1)->data;
fallDistance = tag->getFloat(L"FallDistance");
onFire = tag->getShort(L"Fire");
setAirSupply(tag->getShort(L"Air"));
onGround = tag->getBoolean(L"OnGround");
setPos(x, y, z);
setRot(yRot, xRot);
readAdditionalSaveData(tag);
}
const wstring Entity::getEncodeId()
{
return EntityIO::getEncodeId( shared_from_this() );
}
ListTag<DoubleTag> *Entity::newDoubleList(unsigned int number, double firstValue, ...)
{
ListTag<DoubleTag> *res = new ListTag<DoubleTag>();
// Add the first parameter to the ListTag
res->add( new DoubleTag(L"", firstValue ) );
va_list vl;
va_start(vl,firstValue);
double val;
for (unsigned int i=1;i<number;i++)
{
val=va_arg(vl,double);
res->add(new DoubleTag(L"", val));
}
va_end(vl);
return res;
}
ListTag<FloatTag> *Entity::newFloatList(unsigned int number, float firstValue, float secondValue)
{
ListTag<FloatTag> *res = new ListTag<FloatTag>();
// Add the first parameter to the ListTag
res->add( new FloatTag( L"", firstValue ) );
// TODO - 4J Stu For some reason the va_list wasn't working correctly here
// We only make a list of two floats so just overriding and not using va_list
res->add( new FloatTag( L"", secondValue ) );
/*
va_list vl;
va_start(vl,firstValue);
float val;
for (unsigned int i = 1; i < number; i++)
{
val = va_arg(vl,float);
res->add(new FloatTag(val));
}
va_end(vl);
*/
return res;
}
float Entity::getShadowHeightOffs()
{
return bbHeight / 2;
}
shared_ptr<ItemEntity> Entity::spawnAtLocation(int resource, int count)
{
return spawnAtLocation(resource, count, 0);
}
shared_ptr<ItemEntity> Entity::spawnAtLocation(int resource, int count, float yOffs)
{
return spawnAtLocation(shared_ptr<ItemInstance>( new ItemInstance(resource, count, 0) ), yOffs);
}
shared_ptr<ItemEntity> Entity::spawnAtLocation(shared_ptr<ItemInstance> itemInstance, float yOffs)
{
shared_ptr<ItemEntity> ie = shared_ptr<ItemEntity>( new ItemEntity(level, x, y + yOffs, z, itemInstance) );
ie->throwTime = 10;
level->addEntity(ie);
return ie;
}
bool Entity::isAlive()
{
return !removed;
}
bool Entity::isInWall()
{
for (int i = 0; i < 8; i++)
{
float xo = ((i >> 0) % 2 - 0.5f) * bbWidth * 0.8f;
float yo = ((i >> 1) % 2 - 0.5f) * 0.1f;
float zo = ((i >> 2) % 2 - 0.5f) * bbWidth * 0.8f;
int xt = Mth::floor(x + xo);
int yt = Mth::floor(y + this->getHeadHeight() + yo);
int zt = Mth::floor(z + zo);
if (level->isSolidBlockingTile(xt, yt, zt))
{
return true;
}
}
return false;
}
bool Entity::interact(shared_ptr<Player> player)
{
return false;
}
AABB *Entity::getCollideAgainstBox(shared_ptr<Entity> entity)
{
return NULL;
}
void Entity::rideTick()
{
if (riding->removed)
{
riding = nullptr;
return;
}
xd = yd = zd = 0;
tick();
if (riding == NULL) return;
// Sets riders old&new position to it's mount's old&new position (plus the ride y-seperatation).
riding->positionRider();
yRideRotA += (riding->yRot - riding->yRotO);
xRideRotA += (riding->xRot - riding->xRotO);
// Wrap rotation angles.
while (yRideRotA >= 180) yRideRotA -= 360;
while (yRideRotA < -180) yRideRotA += 360;
while (xRideRotA >= 180) xRideRotA -= 360;
while (xRideRotA < -180) xRideRotA += 360;
double yra = yRideRotA * 0.5;
double xra = xRideRotA * 0.5;
// Cap rotation speed.
float max = 10;
if (yra > max) yra = max;
if (yra < -max) yra = -max;
if (xra > max) xra = max;
if (xra < -max) xra = -max;
yRideRotA -= yra;
xRideRotA -= xra;
yRot += (float) yra;
xRot += (float) xra;
}
void Entity::positionRider()
{
shared_ptr<Entity> lockedRider = rider.lock();
if( lockedRider )
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(lockedRider);
if (!(player && player->isLocalPlayer()))
{
lockedRider->xOld = xOld;
lockedRider->yOld = yOld + getRideHeight() + lockedRider->getRidingHeight();
lockedRider->zOld = zOld;
}
lockedRider->setPos(x, y + getRideHeight() + lockedRider->getRidingHeight(), z);
}
}
double Entity::getRidingHeight()
{
return heightOffset;
}
double Entity::getRideHeight()
{
return bbHeight * .75;
}
void Entity::ride(shared_ptr<Entity> e)
{
xRideRotA = 0;
yRideRotA = 0;
if (e == NULL)
{
if (riding != NULL)
{
// 4J Stu - Position should already be updated before the SetRidingPacket comes in
if(!level->isClientSide) moveTo(riding->x, riding->bb->y0 + riding->bbHeight, riding->z, yRot, xRot);
riding->rider = weak_ptr<Entity>();
}
riding = nullptr;
return;
}
if (riding != NULL)
{
riding->rider = weak_ptr<Entity>();
}
riding = e;
e->rider = shared_from_this();
}
// 4J Stu - Brought forward from 12w36 to fix #46282 - TU5: Gameplay: Exiting the minecart in a tight corridor damages the player
void Entity::findStandUpPosition(shared_ptr<Entity> vehicle)
{
AABB *boundingBox;
double fallbackX = vehicle->x;
double fallbackY = vehicle->bb->y0 + vehicle->bbHeight;
double fallbackZ = vehicle->z;
for (double xDiff = -1.5; xDiff < 2; xDiff += 1.5)
{
for (double zDiff = -1.5; zDiff < 2; zDiff += 1.5)
{
if (xDiff == 0 && zDiff == 0)
{
continue;
}
int xToInt = (int) (this->x + xDiff);
int zToInt = (int) (this->z + zDiff);
// 4J Stu - Added loop over y to restaring the bb into 2 block high spaces if required (eg the track block plus 1 air block above it for minecarts)
for(double yDiff = 1.0; yDiff >= 0; yDiff -= 0.5)
{
boundingBox = this->bb->cloneMove(xDiff, yDiff, zDiff);
if (level->getTileCubes(boundingBox,true)->size() == 0)
{
if (level->isTopSolidBlocking(xToInt, (int) (y - (1-yDiff)), zToInt))
{
this->moveTo(this->x + xDiff, this->y + yDiff, this->z + zDiff, yRot, xRot);
return;
}
else if (level->isTopSolidBlocking(xToInt, (int) (y - (1-yDiff)) - 1, zToInt) || level->getMaterial(xToInt, (int) (y - (1-yDiff)) - 1, zToInt) == Material::water)
{
fallbackX = x + xDiff;
fallbackY = y + yDiff;
fallbackZ = z + zDiff;
}
}
}
}
}
this->moveTo(fallbackX, fallbackY, fallbackZ, yRot, xRot);
}
void Entity::lerpTo(double x, double y, double z, float yRot, float xRot, int steps)
{
setPos(x, y, z);
setRot(yRot, xRot);
// 4J - don't know what this special y collision is specifically for, but its definitely bad news
// for arrows as they are actually Meant to intersect the geometry they land in slightly.
if( GetType() != eTYPE_ARROW )
{
AABBList *collisions = level->getCubes(shared_from_this(), bb->shrink(1 / 32.0, 0, 1 / 32.0));
if (!collisions->empty())
{
double yTop = 0;
AUTO_VAR(itEnd, collisions->end());
for (AUTO_VAR(it, collisions->begin()); it != itEnd; it++)
{
AABB *ab = *it; //collisions->at(i);
if (ab->y1 > yTop) yTop = ab->y1;
}
y += yTop - bb->y0;
setPos(x, y, z);
}
}
}
float Entity::getPickRadius()
{
return 0.1f;
}
Vec3 *Entity::getLookAngle()
{
return NULL;
}
void Entity::handleInsidePortal()
{
}
void Entity::lerpMotion(double xd, double yd, double zd)
{
this->xd = xd;
this->yd = yd;
this->zd = zd;
}
void Entity::handleEntityEvent(byte eventId)
{
}
void Entity::animateHurt()
{
}
void Entity::prepareCustomTextures()
{
}
ItemInstanceArray Entity::getEquipmentSlots() // ItemInstance[]
{
return ItemInstanceArray(); // Default ctor creates NULL internal array
}
// 4J Stu - Brought forward change from 1.3 to fix #64688 - Customer Encountered: TU7: Content: Art: Aura of enchanted item is not displayed for other players in online game
void Entity::setEquippedSlot(int slot, shared_ptr<ItemInstance> item)
{
}
bool Entity::isOnFire()
{
return onFire > 0 || getSharedFlag(FLAG_ONFIRE);
}
bool Entity::isRiding()
{
return riding != NULL || getSharedFlag(FLAG_RIDING);
}
bool Entity::isSneaking()
{
return getSharedFlag(FLAG_SNEAKING);
}
void Entity::setSneaking(bool value)
{
setSharedFlag(FLAG_SNEAKING, value);
}
bool Entity::isIdle()
{
return getSharedFlag(FLAG_IDLEANIM);
}
void Entity::setIsIdle(bool value)
{
setSharedFlag(FLAG_IDLEANIM, value);
}
bool Entity::isSprinting()
{
return getSharedFlag(FLAG_SPRINTING);
}
void Entity::setSprinting(bool value)
{
setSharedFlag(FLAG_SPRINTING, value);
}
bool Entity::isInvisible()
{
return getSharedFlag(FLAG_INVISIBLE);
}
bool Entity::isInvisibleTo(shared_ptr<Player> plr)
{
return isInvisible();
}
void Entity::setInvisible(bool value)
{
setSharedFlag(FLAG_INVISIBLE, value);
}
bool Entity::isWeakened()
{
return getSharedFlag(FLAG_EFFECT_WEAKENED);
}
void Entity::setWeakened(bool value)
{
setSharedFlag(FLAG_EFFECT_WEAKENED, value);
}
bool Entity::isUsingItemFlag()
{
return getSharedFlag(FLAG_USING_ITEM);
}
void Entity::setUsingItemFlag(bool value)
{
setSharedFlag(FLAG_USING_ITEM, value);
}
bool Entity::getSharedFlag(int flag)
{
return (entityData->getByte(DATA_SHARED_FLAGS_ID) & (1 << flag)) != 0;
}
void Entity::setSharedFlag(int flag, bool value)
{
byte currentValue = entityData->getByte(DATA_SHARED_FLAGS_ID);
if (value)
{
entityData->set(DATA_SHARED_FLAGS_ID, (byte) (currentValue | (1 << flag)));
}
else
{
entityData->set(DATA_SHARED_FLAGS_ID, (byte) (currentValue & ~(1 << flag)));
}
}
// 4J Stu - Brought forward from 1.2.3 to fix 38654 - Gameplay: Player will take damage when air bubbles are present if resuming game from load/autosave underwater.
int Entity::getAirSupply()
{
return entityData->getShort(DATA_AIR_SUPPLY_ID);
}
// 4J Stu - Brought forward from 1.2.3 to fix 38654 - Gameplay: Player will take damage when air bubbles are present if resuming game from load/autosave underwater.
void Entity::setAirSupply(int supply)
{
entityData->set(DATA_AIR_SUPPLY_ID, (short) supply);
}
void Entity::thunderHit(const LightningBolt *lightningBolt)
{
burn(5);
onFire++;
if (onFire == 0) setOnFire(8);
}
void Entity::killed(shared_ptr<Mob> mob)
{
}
bool Entity::checkInTile(double x, double y, double z)
{
int xTile = Mth::floor(x);
int yTile = Mth::floor(y);
int zTile = Mth::floor(z);
double xd = x - (xTile);
double yd = y - (yTile);
double zd = z - (zTile);
if (level->isSolidBlockingTile(xTile, yTile, zTile))
{
bool west = !level->isSolidBlockingTile(xTile - 1, yTile, zTile);
bool east = !level->isSolidBlockingTile(xTile + 1, yTile, zTile);
bool up = !level->isSolidBlockingTile(xTile, yTile - 1, zTile);
bool down = !level->isSolidBlockingTile(xTile, yTile + 1, zTile);
bool north = !level->isSolidBlockingTile(xTile, yTile, zTile - 1);
bool south = !level->isSolidBlockingTile(xTile, yTile, zTile + 1);
int dir = -1;
double closest = 9999;
if (west && xd < closest)
{
closest = xd;
dir = 0;
}
if (east && 1 - xd < closest)
{
closest = 1 - xd;
dir = 1;
}
if (up && yd < closest)
{
closest = yd;
dir = 2;
}
if (down && 1 - yd < closest)
{
closest = 1 - yd;
dir = 3;
}
if (north && zd < closest)
{
closest = zd;
dir = 4;
}
if (south && 1 - zd < closest)
{
closest = 1 - zd;
dir = 5;
}
float speed = random->nextFloat() * 0.2f + 0.1f;
if (dir == 0) this->xd = -speed;
if (dir == 1) this->xd = +speed;
if (dir == 2) this->yd = -speed;
if (dir == 3) this->yd = +speed;
if (dir == 4) this->zd = -speed;
if (dir == 5) this->zd = +speed;
return true;
}
return false;
}
void Entity::makeStuckInWeb()
{
isStuckInWeb = true;
fallDistance = 0;
}
wstring Entity::getAName()
{
wstring id = EntityIO::getEncodeId(shared_from_this());
if (id.empty()) id = L"generic";
return L"entity." + id + _toString(entityId);
//return I18n.get("entity." + id + ".name");
}
vector<shared_ptr<Entity> > *Entity::getSubEntities()
{
return NULL;
}
bool Entity::is(shared_ptr<Entity> other)
{
return shared_from_this() == other;
}
float Entity::getYHeadRot()
{
return 0;
}
void Entity::setYHeadRot(float yHeadRot)
{
}
bool Entity::isAttackable()
{
return true;
}
bool Entity::isInvulnerable()
{
return false;
}
void Entity::copyPosition(shared_ptr<Entity> target)
{
moveTo(target->x, target->y, target->z, target->yRot, target->xRot);
}
void Entity::setAnimOverrideBitmask(unsigned int uiBitmask)
{
m_uiAnimOverrideBitmask=uiBitmask;
app.DebugPrintf("!!! Setting anim override bitmask to %d\n",uiBitmask);
}
unsigned int Entity::getAnimOverrideBitmask()
{
if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
{
// We have a force animation for some skins (claptrap)
// 4J-PB - treat all the eAnim_Disable flags as a force anim
unsigned int uiIgnoreUserCustomSkinAnimSettingMask=(1<<HumanoidModel::eAnim_ForceAnim) |
(1<<HumanoidModel::eAnim_DisableRenderArm0) |
(1<<HumanoidModel::eAnim_DisableRenderArm1) |
(1<<HumanoidModel::eAnim_DisableRenderTorso) |
(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
(1<<HumanoidModel::eAnim_DisableRenderHair);
if((m_uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
{
return m_uiAnimOverrideBitmask;
}
return 0;
}
return m_uiAnimOverrideBitmask;
}