#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "SplashPotionEntity.h" #include "Pawn.h" #include "../ClientHandle.h" /** Converts an angle in radians into a byte representation used by the network protocol */ #define ANGLE_TO_PROTO(X) static_cast(X * 255 / 360) //////////////////////////////////////////////////////////////////////////////// // cSplashPotionEntityCallback: /** Used to distribute the splashed potion effect among nearby entities */ class cSplashPotionCallback : public cEntityCallback { public: /** Creates the callback. @param a_HitPos The position where the splash potion has splashed @param a_EntityEffectType The effect type of the potion @param a_EntityEffect The effect description */ cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType a_EntityEffectType, const cEntityEffect & a_EntityEffect) : m_HitPos(a_HitPos), m_EntityEffectType(a_EntityEffectType), m_EntityEffect(a_EntityEffect) { } /** Called by cWorld::ForEachEntity(), adds the stored entity effect to the entity, if it is close enough. */ virtual bool Item(cEntity * a_Entity) override { if (!a_Entity->IsPawn()) { // Not an entity that can take effects return false; } double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length(); if (SplashDistance >= 20) { // Too far away return false; } // y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash. // TODO: better equation double Reduction = -0.25 * SplashDistance + 1.0; Reduction = std::max(Reduction, 0.0); static_cast(a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction); return false; } private: const Vector3d & m_HitPos; cEntityEffect::eType m_EntityEffectType; const cEntityEffect & m_EntityEffect; }; //////////////////////////////////////////////////////////////////////////////// // cSplashPotionEntity: cSplashPotionEntity::cSplashPotionEntity( cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, const cItem & a_Item ) : super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25), m_DestroyTimer(-1) { SetSpeed(a_Speed); m_EntityEffectType = cEntityEffect::GetPotionEffectType(a_Item.m_ItemDamage); m_EntityEffect = cEntityEffect( cEntityEffect::GetPotionEffectDuration(a_Item.m_ItemDamage), cEntityEffect::GetPotionEffectIntensity(a_Item.m_ItemDamage) ); m_PotionColor = cEntityEffect::GetPotionColor(a_Item.m_ItemDamage); } void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Splash(a_HitPos); m_DestroyTimer = 2; } void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1); Splash(a_HitPos); m_DestroyTimer = 5; } void cSplashPotionEntity::Splash(const Vector3d & a_HitPos) { cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect); m_World->ForEachEntity(Callback); m_World->BroadcastSoundParticleEffect( 2002, FloorC(a_HitPos.x), FloorC(a_HitPos.y), FloorC(a_HitPos.z), m_PotionColor ); } void cSplashPotionEntity::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnObject(*this, 73, m_PotionColor, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch())); a_Client.SendEntityMetadata(*this); }