2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 18:09:57 -04:00
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#include "Pawn.h"
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2012-06-14 09:06:06 -04:00
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2013-07-01 06:39:56 -04:00
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cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height)
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: cEntity(a_EntityType, 0, 0, 0, a_Width, a_Height)
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2014-06-06 03:17:49 -04:00
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, m_EntityEffects(std::map<cEntityEffect::eType, cEntityEffect>())
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2012-06-14 09:06:06 -04:00
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{
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}
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2014-06-06 03:17:49 -04:00
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void cPawn::Tick(float a_Dt, cChunk & a_Chunk)
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{
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2014-06-06 23:02:39 -04:00
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// Iterate through this entity's applied effects
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for (std::map<cEntityEffect::eType, cEntityEffect>::iterator iter = m_EntityEffects.begin();
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iter != m_EntityEffects.end();
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++iter)
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{
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2014-06-07 00:48:20 -04:00
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// Apply entity effect
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HandleEntityEffects(iter->first, iter->second);
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2014-06-06 23:02:39 -04:00
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// Reduce the effect's duration
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iter->second.m_Ticks--;
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// Remove effect if duration has elapsed
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if (iter->second.m_Ticks <= 0)
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{
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RemoveEntityEffect(iter->first);
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}
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// TODO: Check for discrepancies between client and server effect values
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}
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2014-06-06 03:17:49 -04:00
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super::Tick(a_Dt, a_Chunk);
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}
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void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
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{
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m_EntityEffects[a_EffectType] = a_Effect;
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2014-06-06 23:02:39 -04:00
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//m_World->BroadcastEntityEffect(*this, a_EffectType, a_Effect.m_Intensity, a_Effect.m_Ticks);
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2014-06-06 03:17:49 -04:00
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}
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void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
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{
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m_EntityEffects.erase(a_EffectType);
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2014-06-06 23:02:39 -04:00
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//m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
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2014-06-06 03:17:49 -04:00
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}
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2014-06-07 00:48:20 -04:00
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void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
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{
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switch (a_EffectType)
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{
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// Default effect behaviors
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case cEntityEffect::efInstantHealth:
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{
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// Base heal = 6, doubles for every increase in intensity
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Heal(6 * std::pow(2, a_Effect.GetIntensity()));
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// TODO: Harms undead
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return;
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}
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case cEntityEffect::efInstantDamage:
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{
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// Base damage = 6, doubles for every increase in intensity
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int damage = 6 * std::pow(2, a_Effect.GetIntensity());
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TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage, 0);
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// TODO: Heals undead
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return;
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}
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case cEntityEffect::efStrength:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efWeakness:
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{
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// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
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//double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
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// TODO: Implement me!
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// TODO: Weakened villager zombies can be turned back to villagers with the god apple
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return;
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}
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case cEntityEffect::efRegeneration:
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{
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// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
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int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
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static short counter = 0;
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if (++counter >= frequency)
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{
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Heal(1);
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counter = 0;
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}
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// TODO: Doesn't effect undead
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return;
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}
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case cEntityEffect::efPoison:
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{
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// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
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int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
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static short counter = 0;
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if (++counter >= frequency)
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{
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// Cannot take poison damage when health is at 1
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if (GetHealth() > 1)
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{
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TakeDamage(dtPoisoning, a_Effect.GetUser(), 1, 0);
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}
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counter = 0;
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}
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// TODO: Doesn't effect undead or spiders
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return;
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}
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case cEntityEffect::efFireResistance:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSpeed:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSlowness:
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{
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// TODO: Implement me!
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return;
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}
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}
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}
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