mirror of
https://github.com/p2r3/bareiron.git
synced 2025-10-01 23:25:09 +02:00
746 lines
23 KiB
C
746 lines
23 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "globals.h"
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#include "tools.h"
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#include "packets.h"
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#include "registries.h"
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#include "worldgen.h"
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int client_states[MAX_PLAYERS * 2];
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void setClientState (int client_fd, int new_state) {
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// Look for a client state with a matching file descriptor
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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client_states[i + 1] = new_state;
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return;
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}
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// If the above failed, look for an unused client state slot
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != -1) continue;
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client_states[i] = client_fd;
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client_states[i + 1] = new_state;
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return;
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}
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}
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int getClientState (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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return client_states[i + 1];
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}
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return STATE_NONE;
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}
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int getClientIndex (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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return i;
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}
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return -1;
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}
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void resetPlayerData (PlayerData *player) {
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player->health = 20;
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player->hunger = 20;
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player->x = 8;
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player->z = 8;
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player->y = -32767;
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player->grounded_y = 0;
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for (int i = 0; i < 41; i ++) {
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player->inventory_items[i] = 0;
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player->inventory_count[i] = 0;
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}
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for (int i = 0; i < 9; i ++) {
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player->craft_items[i] = 0;
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player->craft_count[i] = 0;
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}
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}
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int reservePlayerData (int client_fd, uint8_t *uuid, char *name) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (memcmp(player_data[i].uuid, uuid, 16) == 0) {
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player_data[i].client_fd = client_fd;
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memcpy(player_data[i].name, name, 16);
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return 0;
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}
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uint8_t empty = true;
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for (uint8_t j = 0; j < 16; j ++) {
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if (player_data[i].uuid[j] != 0) {
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empty = false;
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break;
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}
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}
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if (empty) {
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player_data[i].client_fd = client_fd;
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memcpy(player_data[i].uuid, uuid, 16);
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memcpy(player_data[i].name, name, 16);
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resetPlayerData(&player_data[i]);
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return 0;
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}
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}
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return 1;
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}
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int getPlayerData (int client_fd, PlayerData **output) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == client_fd) {
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*output = &player_data[i];
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return 0;
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}
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}
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return 1;
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}
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void clearPlayerFD (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == client_fd) {
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player_data[i].client_fd = -1;
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return;
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}
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}
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}
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uint8_t serverSlotToClientSlot (int window_id, uint8_t slot) {
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if (window_id == 0) { // player inventory
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if (slot < 9) return slot + 36;
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if (slot >= 9 && slot <= 35) return slot;
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if (slot == 40) return 45;
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if (slot >= 36 && slot <= 39) return 3 - (slot - 36) + 5;
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if (slot >= 41 && slot <= 44) return slot - 40;
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} else if (window_id == 12) { // crafting table
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if (slot >= 41 && slot <= 49) return slot - 40;
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return serverSlotToClientSlot(0, slot - 1);
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} else if (window_id == 14) { // furnace
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if (slot >= 41 && slot <= 43) return slot - 41;
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return serverSlotToClientSlot(0, slot + 6);
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}
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return 255;
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}
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uint8_t clientSlotToServerSlot (int window_id, uint8_t slot) {
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if (window_id == 0) { // player inventory
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if (slot >= 36 && slot <= 44) return slot - 36;
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if (slot >= 9 && slot <= 35) return slot;
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if (slot == 45) return 40;
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if (slot >= 5 && slot <= 8) return 4 - (slot - 5) + 36;
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// map inventory crafting slots to player data crafting grid (semi-hack)
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// this abuses the fact that the buffers are adjacent in player data
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if (slot == 1) return 41;
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if (slot == 2) return 42;
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if (slot == 3) return 44;
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if (slot == 4) return 45;
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} else if (window_id == 12) { // crafting table
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// same crafting offset overflow hack as above
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if (slot >= 1 && slot <= 9) return 40 + slot;
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// the rest of the slots are identical, just shifted by one
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if (slot >= 10 && slot <= 45) return clientSlotToServerSlot(0, slot - 1);
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} else if (window_id == 14) { // furnace
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// move furnace items to the player's crafting grid
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// this lets us put them back in the inventory once the window closes
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if (slot <= 2) return 41 + slot;
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// the rest of the slots are identical, just shifted by 6
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if (slot >= 3 && slot <= 38) return clientSlotToServerSlot(0, slot + 6);
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}
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return 255;
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}
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int givePlayerItem (PlayerData *player, uint16_t item, uint8_t count) {
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uint8_t slot = 255;
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for (int i = 0; i < 41; i ++) {
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if (player->inventory_items[i] == item && player->inventory_count[i] <= 64 - count) {
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slot = i;
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break;
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}
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}
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if (slot == 255) {
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for (int i = 0; i < 41; i ++) {
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if (player->inventory_count[i] == 0) {
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slot = i;
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break;
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}
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}
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}
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if (slot == 255) return 1;
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player->inventory_items[slot] = item;
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player->inventory_count[slot] += count;
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, slot), player->inventory_count[slot], item);
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return 0;
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}
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// Sends the full sequence for spawning the player to the client
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void spawnPlayer (PlayerData *player) {
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// Player spawn coordinates, initialized to placeholders
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float spawn_x = 8.5f, spawn_y = 80.0f, spawn_z = 8.5f;
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float spawn_yaw = 0.0f, spawn_pitch = 0.0f;
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if (player->y == -32767) { // Is this a new player?
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// Determine spawning Y coordinate based on terrain height
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spawn_y = getHeightAt(8, 8) + 1;
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} else { // Not a new player
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// Calculate spawn position from player data
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spawn_x = player->x > 0 ? (float)player->x + 0.5 : (float)player->x - 0.5;
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spawn_y = player->y;
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spawn_z = player->z > 0 ? (float)player->z + 0.5 : (float)player->z - 0.5;
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spawn_yaw = player->yaw * 180 / 127;
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spawn_pitch = player->pitch * 90 / 127;
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}
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// Teleport player to spawn coordinates (first pass)
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sc_synchronizePlayerPosition(player->client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield(); // Check task timer between packets
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// Sync client inventory and hotbar
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for (uint8_t i = 0; i < 41; i ++) {
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, i), player->inventory_count[i], player->inventory_items[i]);
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}
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sc_setHeldItem(player->client_fd, player->hotbar);
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// Sync client health and hunger
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sc_setHealth(player->client_fd, player->health, player->hunger);
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// Sync client clock time
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sc_updateTime(player->client_fd, world_time);
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// Give the player flight (for testing)
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sc_playerAbilities(player->client_fd, 0x04);
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// Calculate player's chunk coordinates
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short _x = div_floor(player->x, 16), _z = div_floor(player->z, 16);
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// Indicate that we're about to send chunk data
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sc_setDefaultSpawnPosition(player->client_fd, 8, 80, 8);
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sc_startWaitingForChunks(player->client_fd);
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sc_setCenterChunk(player->client_fd, _x, _z);
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task_yield(); // Check task timer between packets
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// Send spawn chunk first
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sc_chunkDataAndUpdateLight(player->client_fd, _x, _z);
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for (int i = -VIEW_DISTANCE; i <= VIEW_DISTANCE; i ++) {
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for (int j = -VIEW_DISTANCE; j <= VIEW_DISTANCE; j ++) {
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if (i == 0 && j == 0) continue;
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sc_chunkDataAndUpdateLight(player->client_fd, _x + i, _z + j);
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}
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}
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// Re-teleport player after all chunks have been sent
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sc_synchronizePlayerPosition(player->client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield(); // Check task timer between packets
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}
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uint8_t getBlockChange (short x, uint8_t y, short z) {
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF) continue;
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if (
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block_changes[i].x == x &&
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block_changes[i].y == y &&
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block_changes[i].z == z
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) return block_changes[i].block;
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}
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return 0xFF;
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}
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void makeBlockChange (short x, uint8_t y, short z, uint8_t block) {
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// Transmit block update to all in-game clients
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == -1) continue;
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if (getClientState(player_data[i].client_fd) != STATE_PLAY) continue;
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sc_blockUpdate(player_data[i].client_fd, x, y, z, block);
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}
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// Calculate terrain at these coordinates and compare it to the input block.
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// Since block changes get overlayed on top of terrain, we don't want to
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// store blocks that don't differ from the base terrain.
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ChunkAnchor anchor = {
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x / CHUNK_SIZE,
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z / CHUNK_SIZE
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};
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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anchor.biome = getChunkBiome(anchor.x, anchor.z);
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uint8_t is_base_block = block == getTerrainAt(x, y, z, anchor);
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// Look for existing block change entries and replace them
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// 0xFF indicates a missing/restored entry
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF && !is_base_block) {
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block_changes[i].x = x;
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block_changes[i].y = y;
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block_changes[i].z = z;
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block_changes[i].block = block;
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return;
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}
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if (
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block_changes[i].x == x &&
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block_changes[i].y == y &&
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block_changes[i].z == z
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) {
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if (is_base_block) block_changes[i].block = 0xFF;
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else block_changes[i].block = block;
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return;
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}
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}
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// Don't create a new entry if it contains the base terrain block
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if (is_base_block) return;
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block_changes[block_changes_count].x = x;
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block_changes[block_changes_count].y = y;
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block_changes[block_changes_count].z = z;
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block_changes[block_changes_count].block = block;
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block_changes_count ++;
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}
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// Returns the result of mining a block, taking into account the block type and tools
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// Probability numbers obtained with this formula: N = floor(P * 32 ^ 2)
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uint16_t getMiningResult (uint16_t held_item, uint8_t block) {
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switch (block) {
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case B_oak_leaves:
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uint32_t r = fast_rand();
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if (r < 21474836) return I_apple; // 0.5%
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if (r < 85899345) return I_stick; // 2%
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if (r < 214748364) return I_oak_sapling; // 5%
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return 0;
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break;
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case B_stone:
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case B_cobblestone:
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case B_coal_ore:
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case B_iron_ore:
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// Check if player is holding (any) pickaxe
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if (
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held_item != I_wooden_pickaxe &&
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held_item != I_stone_pickaxe &&
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held_item != I_iron_pickaxe &&
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held_item != I_golden_pickaxe &&
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held_item != I_diamond_pickaxe &&
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held_item != I_netherite_pickaxe
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) return 0;
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break;
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case B_gold_ore:
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case B_redstone_ore:
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case B_diamond_ore:
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// Check if player is holding an iron (or better) pickaxe
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if (
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held_item != I_iron_pickaxe &&
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held_item != I_golden_pickaxe &&
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held_item != I_diamond_pickaxe &&
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held_item != I_netherite_pickaxe
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) return 0;
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break;
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case B_snow:
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// Check if player is holding (any) shovel
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if (
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held_item != I_wooden_shovel &&
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held_item != I_stone_shovel &&
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held_item != I_iron_shovel &&
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held_item != I_golden_shovel &&
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held_item != I_diamond_shovel &&
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held_item != I_netherite_shovel
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) return 0;
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break;
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default: break;
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}
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return B_to_I[block];
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}
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// Rolls a random number to determine whether the player's tool should break
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void bumpToolDurability (PlayerData *player) {
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uint16_t held_item = player->inventory_items[player->hotbar];
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// In order to avoid storing durability data, items break randomly with
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// the probability weighted based on vanilla durability.
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uint32_t r = fast_rand();
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if (
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((held_item == I_wooden_pickaxe || held_item == I_wooden_axe || held_item == I_wooden_shovel) && r < 72796055) ||
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((held_item == I_stone_pickaxe || held_item == I_stone_axe || held_item == I_stone_shovel) && r < 32786009) ||
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((held_item == I_iron_pickaxe || held_item == I_iron_axe || held_item == I_iron_shovel) && r < 17179869) ||
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((held_item == I_golden_pickaxe || held_item == I_golden_axe || held_item == I_golden_shovel) && r < 134217728) ||
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((held_item == I_diamond_pickaxe || held_item == I_diamond_axe || held_item == I_diamond_shovel) && r < 2751420) ||
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((held_item == I_netherite_pickaxe || held_item == I_netherite_axe || held_item == I_netherite_shovel) && r < 2114705)
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) {
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player->inventory_items[player->hotbar] = 0;
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player->inventory_count[player->hotbar] = 0;
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), 0, 0);
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}
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}
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// Checks whether the given block would be mined instantly with the held tool
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uint8_t isInstantlyMined (PlayerData *player, uint8_t block) {
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uint16_t held_item = player->inventory_items[player->hotbar];
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if (
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block == B_snow ||
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block == B_snow_block
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) return (
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held_item == I_stone_shovel ||
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held_item == I_iron_shovel ||
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held_item == I_diamond_shovel ||
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held_item == I_netherite_shovel ||
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held_item == I_golden_shovel
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);
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return (
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block == B_dead_bush ||
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block == B_short_grass ||
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block == B_torch ||
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block == B_lily_pad
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);
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}
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// Checks whether the given block has to have something beneath it
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uint8_t isColumnBlock (uint8_t block) {
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return (
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block == B_snow ||
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block == B_moss_carpet ||
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block == B_cactus ||
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block == B_short_grass ||
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block == B_dead_bush ||
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block == B_sand ||
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block == B_torch
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);
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}
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uint8_t isPassableBlock (uint8_t block) {
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return (
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block == B_air ||
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block == B_water ||
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block == B_moss_carpet ||
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block == B_short_grass ||
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block == B_dead_bush ||
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block == B_torch
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);
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}
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void handlePlayerAction (PlayerData *player, int action, short x, short y, short z) {
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// In creative, only the "start mining" action is sent
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// No additional verification is performed, the block is simply removed
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if (action == 0 && GAMEMODE == 1) {
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makeBlockChange(x, y, z, 0);
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return;
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}
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// Ignore actions not pertaining to mining blocks
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if (action != 0 && action != 2) return;
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uint8_t block = getBlockAt(x, y, z);
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// If this is a "start mining" packet, the block must be instamine
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if (action == 0 && !isInstantlyMined(player, block)) return;
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makeBlockChange(x, y, z, 0);
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uint16_t held_item = player->inventory_items[player->hotbar];
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uint16_t item = getMiningResult(held_item, block);
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if (item) givePlayerItem(player, item, 1);
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bumpToolDurability(player);
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// Check if any blocks above this should break
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uint8_t y_offset = 1;
|
|
uint8_t block_above = getBlockAt(x, y + y_offset, z);
|
|
|
|
// Iterate upward over all blocks in the column
|
|
while (isColumnBlock(block_above)) {
|
|
// Destroy the next block
|
|
makeBlockChange(x, y + y_offset, z, 0);
|
|
// Check for item drops *without a tool*
|
|
uint16_t item = getMiningResult(0, block_above);
|
|
if (item) givePlayerItem(player, item, 1);
|
|
// Select the next block in the column
|
|
y_offset ++;
|
|
block_above = getBlockAt(x, y + y_offset, z);
|
|
}
|
|
|
|
}
|
|
|
|
void spawnMob (uint8_t type, short x, uint8_t y, short z, uint8_t health) {
|
|
|
|
for (int i = 0; i < MAX_MOBS; i ++) {
|
|
// Look for type 0 (unallocated)
|
|
if (mob_data[i].type != 0) continue;
|
|
|
|
// Assign it the input parameters
|
|
mob_data[i].type = type;
|
|
mob_data[i].x = x;
|
|
mob_data[i].y = y;
|
|
mob_data[i].z = z;
|
|
mob_data[i].data = health & 31;
|
|
|
|
// Broadcast entity creation to all players
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
sc_spawnEntity(
|
|
player_data[j].client_fd,
|
|
65536 + i, // Try to avoid conflict with client file descriptors
|
|
recv_buffer, // The UUID doesn't matter, feed it garbage
|
|
type, (double)x + 0.5f, y, (double)z + 0.5f,
|
|
// Face opposite of the player, as if looking at them when spawning
|
|
(player_data[j].yaw + 127) & 255, 0
|
|
);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void hurtEntity (int entity_id, int attacker_id, uint8_t damage_type, uint8_t damage) {
|
|
|
|
// Retrieve player data if applicable
|
|
PlayerData *player;
|
|
if (attacker_id < 65536 && attacker_id != -1) {
|
|
if (getPlayerData(attacker_id, &player)) return;
|
|
} else if (entity_id < 65536) {
|
|
if (getPlayerData(entity_id, &player)) return;
|
|
}
|
|
|
|
if (attacker_id < 65536 && attacker_id != -1) { // Attacker is a player
|
|
// Check if attack cooldown flag is set
|
|
if (player->flags & 0x01) return;
|
|
// Scale damage based on held item
|
|
uint16_t held_item = player->inventory_items[player->hotbar];
|
|
if (held_item == I_wooden_sword) damage *= 4;
|
|
else if (held_item == I_golden_sword) damage *= 4;
|
|
else if (held_item == I_stone_sword) damage *= 5;
|
|
else if (held_item == I_iron_sword) damage *= 6;
|
|
else if (held_item == I_diamond_sword) damage *= 7;
|
|
else if (held_item == I_netherite_sword) damage *= 8;
|
|
// Enable attack cooldown
|
|
player->flags |= 0x01;
|
|
}
|
|
|
|
// Whether this attack caused the target entity to die
|
|
uint8_t entity_died = false;
|
|
|
|
if (entity_id < 65536) { // The attacked entity is a player
|
|
if (player->health <= damage) {
|
|
player->health = 0;
|
|
entity_died = true;
|
|
} else player->health -= damage;
|
|
// Update health on the client
|
|
sc_setHealth(player->client_fd, player->health, player->hunger);
|
|
} else { // The attacked entity is a mob
|
|
MobData *mob = &mob_data[entity_id - 65536];
|
|
uint8_t mob_health = mob->data & 31;
|
|
if (mob_health <= damage) {
|
|
mob->data -= mob_health;
|
|
entity_died = true;
|
|
} else mob->data -= damage;
|
|
}
|
|
|
|
// Broadcast damage event to all players
|
|
for (int i = 0; i < MAX_PLAYERS; i ++) {
|
|
int client_fd = player_data[i].client_fd;
|
|
if (client_fd == -1) continue;
|
|
sc_damageEvent(client_fd, entity_id, damage_type);
|
|
if (entity_died) sc_entityEvent(client_fd, entity_id, 3);
|
|
}
|
|
|
|
}
|
|
|
|
// Simulates events scheduled for regular intervals
|
|
// Takes the time since the last tick in microseconds as the only arguemnt
|
|
void handleServerTick (int64_t time_since_last_tick) {
|
|
|
|
// Send Keep Alive and Update Time packets to all in-game clients
|
|
world_time = (world_time + time_since_last_tick / 50000) % 24000;
|
|
for (int i = 0; i < MAX_PLAYERS; i ++) {
|
|
if (player_data[i].client_fd == -1) continue;
|
|
sc_keepAlive(player_data[i].client_fd);
|
|
sc_updateTime(player_data[i].client_fd, world_time);
|
|
// Reset attack cooldown if at least a second has passed
|
|
if (time_since_last_tick >= 1000000) {
|
|
player_data[i].flags &= ~0x01;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* If the RNG seed ever hits 0, it'll never generate anything
|
|
* else. This is because the fast_rand function uses a simple
|
|
* XORshift. This isn't a common concern, so we only check for
|
|
* this periodically. If it does become zero, we reset it to
|
|
* the world seed as a good-enough fallback.
|
|
*/
|
|
if (rng_seed == 0) rng_seed = world_seed;
|
|
|
|
// Tick mob behavior
|
|
for (int i = 0; i < MAX_MOBS; i ++) {
|
|
if (mob_data[i].type == 0) continue;
|
|
|
|
// Mob has died, deallocate it
|
|
if ((mob_data[i].data & 31) == 0) {
|
|
mob_data[i].type = 0;
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
// Spawn death smoke particles
|
|
sc_entityEvent(player_data[j].client_fd, 65536 + i, 60);
|
|
// Remove the entity from the client
|
|
sc_removeEntity(player_data[j].client_fd, 65536 + i);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
uint8_t passive = (
|
|
mob_data[i].type == 25 || // Chicken
|
|
mob_data[i].type == 28 || // Cow
|
|
mob_data[i].type == 95 || // Pig
|
|
mob_data[i].type == 106 // Sheep
|
|
);
|
|
|
|
uint32_t r = fast_rand();
|
|
|
|
// Skip 25% of passive mob ticks randomly
|
|
if (passive && (r & 3)) continue;
|
|
|
|
// Find the player closest to this mob
|
|
PlayerData* closest_player;
|
|
uint32_t closest_dist = 65536;
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
uint16_t curr_dist = (
|
|
abs(mob_data[i].x - player_data[j].x) +
|
|
abs(mob_data[i].z - player_data[j].z)
|
|
);
|
|
if (curr_dist < closest_dist) {
|
|
closest_dist = curr_dist;
|
|
closest_player = &player_data[j];
|
|
}
|
|
}
|
|
|
|
// Despawn mobs past a certain distance from nearest player
|
|
if (closest_dist > MOB_DESPAWN_DISTANCE) {
|
|
mob_data[i].type = 0;
|
|
continue;
|
|
}
|
|
|
|
short new_x = mob_data[i].x, new_z = mob_data[i].z;
|
|
uint8_t new_y = mob_data[i].y, yaw = 0;
|
|
|
|
if (passive) { // Passive mob movement handling
|
|
|
|
// Move by one block on the X or Z axis
|
|
// Yaw is set to face in the direction of motion
|
|
if ((r >> 2) & 1) {
|
|
if ((r >> 1) & 1) { new_x += 1; yaw = 192; }
|
|
else { new_x -= 1; yaw = 64; }
|
|
} else {
|
|
if ((r >> 1) & 1) { new_z += 1; yaw = 0; }
|
|
else { new_z -= 1; yaw = 128; }
|
|
}
|
|
// Vary the yaw angle to look just a little less robotic
|
|
yaw += ((r >> 7) & 31) - 16;
|
|
|
|
} else { // Hostile mob movement handling
|
|
|
|
// If we're already next to the player, hurt them and skip movement
|
|
if (closest_dist < 3 && abs(mob_data[i].y - closest_player->y) < 2) {
|
|
hurtEntity(closest_player->client_fd, 65536 + i, D_generic, 6);
|
|
continue;
|
|
}
|
|
|
|
// Move towards the closest player on 8 axis
|
|
// The condition nesting ensures a correct yaw at 45 degree turns
|
|
if (closest_player->x < mob_data[i].x) {
|
|
new_x -= 1; yaw = 64;
|
|
if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw += 32; }
|
|
else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw -= 32; }
|
|
}
|
|
else if (closest_player->x > mob_data[i].x) {
|
|
new_x += 1; yaw = 192;
|
|
if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw -= 32; }
|
|
else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw += 32; }
|
|
} else {
|
|
if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw = 128; }
|
|
else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw = 0; }
|
|
}
|
|
|
|
}
|
|
|
|
// Check if the blocks we're moving into are passable:
|
|
// if yes, and the block below is solid, keep the same Y level;
|
|
// if yes, but the block below isn't solid, drop down one block;
|
|
// if not, go up by up to one block;
|
|
// if going up isn't possible, skip this iteration.
|
|
uint8_t block = getBlockAt(new_x, new_y, new_z);
|
|
uint8_t block_above = getBlockAt(new_x, new_y + 1, new_z);
|
|
if (!isPassableBlock(block) || !isPassableBlock(block_above)) {
|
|
block = block_above;
|
|
block_above = getBlockAt(new_x, new_y + 2, new_z);
|
|
if (isPassableBlock(block) && isPassableBlock(block_above)) new_y += 1;
|
|
else continue;
|
|
} else {
|
|
uint8_t block_below = getBlockAt(new_x, new_y - 1, new_z);
|
|
if (isPassableBlock(block_below)) new_y -= 1;
|
|
}
|
|
|
|
// Store new mob position
|
|
mob_data[i].x = new_x;
|
|
mob_data[i].y = new_y;
|
|
mob_data[i].z = new_z;
|
|
|
|
// Broadcast relevant entity movement packets
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
int entity_id = 65536 + i;
|
|
sc_teleportEntity (
|
|
player_data[j].client_fd, entity_id,
|
|
(double)new_x + 0.5, new_y, (double)new_z + 0.5,
|
|
yaw * 360 / 256, 0
|
|
);
|
|
sc_setHeadRotation(player_data[j].client_fd, entity_id, yaw);
|
|
}
|
|
|
|
}
|
|
|
|
}
|