135 lines
3.4 KiB
C++
135 lines
3.4 KiB
C++
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SplashPotionEntity.h"
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#include "Pawn.h"
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#include "../ClientHandle.h"
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/// Converts an angle in radians into a byte representation used by the network protocol
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#define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360)
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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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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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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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// 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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Reduction = std::max(Reduction, 0.0);
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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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const cItem & a_Item
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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_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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m_EntityEffectType = cEntityEffect::GetPotionEffectType(a_Item.m_ItemDamage);
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m_EntityEffect = cEntityEffect(
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cEntityEffect::GetPotionEffectDuration(a_Item.m_ItemDamage),
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cEntityEffect::GetPotionEffectIntensity(a_Item.m_ItemDamage)
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);
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m_PotionColor = cEntityEffect::GetPotionColor(a_Item.m_ItemDamage);
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}
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void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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Splash(a_HitPos);
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m_DestroyTimer = 2;
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}
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void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
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Splash(a_HitPos);
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m_DestroyTimer = 5;
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}
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void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
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{
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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, (int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z), m_PotionColor);
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}
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void cSplashPotionEntity::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 73, m_PotionColor, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch()));
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a_Client.SendEntityMetadata(*this);
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}
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