#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "SplashPotionEntity.h" #include "Pawn.h" //////////////////////////////////////////////////////////////////////////////// // 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 { double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length(); if (SplashDistance >= 20) { // Too far away return false; } if (!a_Entity->IsPawn()) { // Not an entity that can take effects 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; if (Reduction < 0) { Reduction = 0; } ((cPawn *) 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, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionParticleType ) : super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25), m_EntityEffectType(a_EntityEffectType), m_EntityEffect(a_EntityEffect), m_PotionParticleType(a_PotionParticleType) { SetSpeed(a_Speed); } void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Splash(a_HitPos); Destroy(); } void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1); Splash(a_HitPos); Destroy(true); } void cSplashPotionEntity::Splash(const Vector3d & a_HitPos) { cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect); m_World->ForEachEntity(Callback); m_World->BroadcastSoundParticleEffect(2002, (int)a_HitPos.x, (int)a_HitPos.y, (int)a_HitPos.z, m_PotionParticleType); }