// ProjectileEntity.cpp // Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types #include "Globals.h" #include "ProjectileEntity.h" #include "../ClientHandle.h" #include "Player.h" #include "../LineBlockTracer.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cProjectileTracerCallback: class cProjectileTracerCallback : public cBlockTracer::cCallbacks { public: cProjectileTracerCallback(cProjectileEntity * a_Projectile) : m_Projectile(a_Projectile) { } protected: cProjectileEntity * m_Projectile; virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override { if (g_BlockIsSolid[a_BlockType]) { // The projectile hit a solid block m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace); return true; } // Convey some special effects from special blocks: switch (a_BlockType) { case E_BLOCK_LAVA: case E_BLOCK_STATIONARY_LAVA: { m_Projectile->StartBurning(30); break; } case E_BLOCK_WATER: case E_BLOCK_STATIONARY_WATER: { m_Projectile->StopBurning(); break; } } // switch (a_BlockType) // Continue tracing return false; } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cProjectileEntity: cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) : super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height), m_ProjectileKind(a_Kind), m_Creator(a_Creator), m_IsInGround(false) { } cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) : super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height), m_ProjectileKind(a_Kind), m_Creator(a_Creator), m_IsInGround(false) { SetSpeed(a_Speed); } cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed) { Vector3d Speed; if (a_Speed != NULL) { Speed = *a_Speed; } switch (a_Kind) { case pkArrow: return new cArrowEntity(a_Creator, a_X, a_Y, a_Z, Speed); // TODO: the rest } LOGWARNING("%s: Unknown kind: %d", __FUNCTION__, a_Kind); return NULL; } void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: Set proper position based on what face was hit switch (a_BlockFace) { case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break; case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break; case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break; } SetSpeed(0, 0, 0); // DEBUG: LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), a_BlockFace ); m_IsInGround = true; } AString cProjectileEntity::GetMCAClassName(void) const { switch (m_ProjectileKind) { case pkArrow: return "Arrow"; case pkSnowball: return "Snowball"; case pkEgg: return "Egg"; case pkGhastFireball: return "Fireball"; case pkFireCharge: return "SmallFireball"; case pkEnderPearl: return "ThrownEnderPearl"; case pkExpBottle: return "ThrownExpBottle"; case pkSplashPotion: return "ThrownPotion"; case pkWitherSkull: return "WitherSkull"; case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this? } ASSERT(!"Unhandled projectile entity kind!"); return ""; } void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); BroadcastMovementUpdate(); } void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { if (m_IsInGround) { // Already-grounded projectiles don't move at all return; } Vector3d PerTickSpeed = GetSpeed() / 20; Vector3d Pos = GetPosition(); // Trace the tick's worth of movement as a line: Vector3d NextPos = Pos + PerTickSpeed; cProjectileTracerCallback TracerCallback(this); if (cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos)) { // Nothing in the way, update the position SetPosition(NextPos); } // Add gravity effect to the vertical speed component: SetSpeedY(GetSpeedY() + m_Gravity / 20); // DEBUG: LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), GetSpeedX(), GetSpeedY(), GetSpeedZ() ); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cArrowEntity: cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d a_Speed) : super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2) { SetSpeed(a_Speed); SetMass(0.1); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}", m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ() ); } cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), m_PickupState(psInSurvivalOrCreative), m_DamageCoeff(2) { } bool cArrowEntity::CanPickup(const cPlayer & a_Player) const { switch (m_PickupState) { case psNoPickup: return false; case psInSurvivalOrCreative: return (a_Player.IsGameModeSurvival() || a_Player.IsGameModeCreative()); case psInCreative: return a_Player.IsGameModeCreative(); } ASSERT(!"Unhandled pickup state"); return false; } void cArrowEntity::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0); }