Restructured cSplashPotionEntity code.
The callback doesn't need declaration in the header. Renamed PotionName to PotionParticleType.
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@ -7,7 +7,7 @@ class cEntityEffect
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{
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public:
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/** All types of entity effects (numbers correspond to IDs) */
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/** All types of entity effects (numbers correspond to protocol / storage types) */
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enum eType
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{
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effNoEffect = 0,
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@ -66,21 +66,30 @@ public:
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static cEntityEffect * CreateEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, double a_DistanceModifier);
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/** Returns how many ticks this effect has been active for */
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int GetTicks() { return m_Ticks; }
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int GetTicks(void) const { return m_Ticks; }
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/** Returns the duration of the effect */
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int GetDuration() { return m_Duration; }
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int GetDuration(void) const { return m_Duration; }
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/** Returns how strong the effect will be applied */
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short GetIntensity() { return m_Intensity; }
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short GetIntensity(void) const { return m_Intensity; }
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/** Returns the distance modifier for affecting potency */
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double GetDistanceModifier() { return m_DistanceModifier; }
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double GetDistanceModifier(void) const { return m_DistanceModifier; }
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void SetTicks(int a_Ticks) { m_Ticks = a_Ticks; }
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void SetDuration(int a_Duration) { m_Duration = a_Duration; }
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void SetIntensity(short a_Intensity) { m_Intensity = a_Intensity; }
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void SetDistanceModifier(double a_DistanceModifier) { m_DistanceModifier = a_DistanceModifier; }
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/** Called on each tick.
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By default increases the m_Ticks, descendants may override to provide additional processing. */
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virtual void OnTick(cPawn & a_Target);
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/** Called when the effect is first added to an entity */
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virtual void OnActivate(cPawn & a_Target) { }
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/** Called when the effect is removed from an entity */
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virtual void OnDeactivate(cPawn & a_Target) { }
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protected:
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@ -7,11 +7,77 @@
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cSplashPotionEntity::cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName) :
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSplashPotionEntityCallback:
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/** Used to distribute the splashed potion effect among nearby entities */
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class cSplashPotionCallback :
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public cEntityCallback
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{
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public:
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/** Creates the callback.
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@param a_HitPos The position where the splash potion has splashed
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@param a_EntityEffectType The effect type of the potion
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@param a_EntityEffect The effect description */
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cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType a_EntityEffectType, const cEntityEffect & a_EntityEffect) :
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m_HitPos(a_HitPos),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect)
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{
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}
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/** Called by cWorld::ForEachEntity(), adds the stored entity effect to the entity, if it is close enough. */
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virtual bool Item(cEntity * a_Entity) override
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{
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double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
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if (SplashDistance >= 20)
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{
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// Too far away
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return false;
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}
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if (!a_Entity->IsPawn())
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{
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// Not an entity that can take effects
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return false;
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}
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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double Reduction = -0.25 * SplashDistance + 1.0;
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if (Reduction < 0)
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{
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Reduction = 0;
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}
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((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
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return false;
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}
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private:
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const Vector3d & m_HitPos;
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cEntityEffect::eType m_EntityEffectType;
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const cEntityEffect & m_EntityEffect;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSplashPotionEntity:
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cSplashPotionEntity::cSplashPotionEntity(
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cEntity * a_Creator,
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double a_X, double a_Y, double a_Z,
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const Vector3d & a_Speed,
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cEntityEffect::eType a_EntityEffectType,
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cEntityEffect a_EntityEffect,
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int a_PotionParticleType
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) :
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super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect),
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m_PotionName(a_PotionName)
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m_PotionParticleType(a_PotionParticleType)
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{
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SetSpeed(a_Speed);
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}
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@ -46,42 +112,7 @@ void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
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cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
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m_World->ForEachEntity(Callback);
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m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionName);
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}
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cSplashPotionEntity::cSplashPotionCallback::cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect):
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m_HitPos(a_HitPos),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect)
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{
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}
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bool cSplashPotionEntity::cSplashPotionCallback::Item(cEntity * a_Entity)
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{
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double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
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if (SplashDistance < 20 && a_Entity->IsPawn())
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{
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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double Reduction = -0.25 * SplashDistance + 1.0;
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if (Reduction < 0)
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{
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Reduction = 0;
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}
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m_EntityEffect.SetDistanceModifier(Reduction);
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((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
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}
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return false;
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m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionParticleType);
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}
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@ -25,43 +25,35 @@ public:
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CLASS_PROTODEF(cSplashPotionEntity);
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cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName);
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cSplashPotionEntity(
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cEntity * a_Creator,
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double a_X, double a_Y, double a_Z,
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const Vector3d & a_Speed,
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cEntityEffect::eType a_EntityEffectType,
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cEntityEffect a_EntityEffect,
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int a_PotionParticleType
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);
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cEntityEffect::eType GetEntityEffectType() { return m_EntityEffectType; }
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cEntityEffect GetEntityEffect() { return m_EntityEffect; }
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int GetPotionName() { return m_PotionName; }
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cEntityEffect::eType GetEntityEffectType (void) const { return m_EntityEffectType; }
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cEntityEffect GetEntityEffect (void) const { return m_EntityEffect; }
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int GetPotionParticleType(void) const { return m_PotionParticleType; }
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void SetEntityEffectType(cEntityEffect::eType a_EntityEffectType) { m_EntityEffectType = a_EntityEffectType; }
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void SetEntityEffect(cEntityEffect a_EntityEffect) { m_EntityEffect = a_EntityEffect; }
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void SetPotionName(int a_PotionName) { m_PotionName = a_PotionName; }
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void SetPotionParticleType(int a_PotionParticleType) { m_PotionParticleType = a_PotionParticleType; }
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protected:
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cEntityEffect::eType m_EntityEffectType;
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cEntityEffect m_EntityEffect;
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int m_PotionParticleType;
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
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virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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/** Splashes the potion, fires its particle effects and sounds
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* @param a_HitPos The position where the potion will splash
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*/
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@param a_HitPos The position where the potion will splash */
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void Splash(const Vector3d & a_HitPos);
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cEntityEffect::eType m_EntityEffectType;
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cEntityEffect m_EntityEffect;
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int m_PotionName;
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class cSplashPotionCallback :
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public cEntityCallback
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{
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public:
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cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect);
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virtual bool Item(cEntity *a_Entity) override;
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private:
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const Vector3d &m_HitPos;
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cEntityEffect::eType &m_EntityEffectType;
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cEntityEffect &m_EntityEffect;
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};
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} ; // tolua_export
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@ -613,7 +613,7 @@ void cNBTChunkSerializer::AddProjectileEntity(cProjectileEntity * a_Projectile)
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m_Writer.AddInt("EffectDuration", (Int16)Potion->GetEntityEffect().GetDuration());
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m_Writer.AddShort("EffectIntensity", Potion->GetEntityEffect().GetIntensity());
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m_Writer.AddDouble("EffectDistanceModifier", Potion->GetEntityEffect().GetDistanceModifier());
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m_Writer.AddInt("PotionName", Potion->GetPotionName());
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m_Writer.AddInt("PotionName", Potion->GetPotionParticleType());
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}
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case cProjectileEntity::pkGhastFireball:
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{
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@ -1681,7 +1681,7 @@ void cWSSAnvil::LoadSplashPotionFromNBT(cEntityList & a_Entities, const cParsedN
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SplashPotion->SetEntityEffectType((cEntityEffect::eType) a_NBT.FindChildByName(a_TagIdx, "EffectType"));
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SplashPotion->SetEntityEffect(cEntityEffect(EffectDuration, EffectIntensity, EffectDistanceModifier));
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SplashPotion->SetPotionName(a_NBT.FindChildByName(a_TagIdx, "PotionName"));
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SplashPotion->SetPotionParticleType(a_NBT.FindChildByName(a_TagIdx, "PotionName"));
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// Store the new splash potion in the entities list:
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a_Entities.push_back(SplashPotion.release());
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