// ArrowEntity.h // Declares the cArrowEntity representing the arrow that has been shot by the player or by a skeleton #pragma once #include "ProjectileEntity.h" // tolua_begin class cArrowEntity : public cProjectileEntity { typedef cProjectileEntity super; public: /** Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field */ enum ePickupState { psNoPickup = 0, psInSurvivalOrCreative = 1, psInCreative = 2, } ; // tolua_end CLASS_PROTODEF(cArrowEntity) /** Creates a new arrow with psNoPickup state and default damage modifier coeff */ cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed); /** Creates a new arrow as shot by a player, initializes it from the player object */ cArrowEntity(cPlayer & a_Player, double a_Force); // tolua_begin /** Returns whether the arrow can be picked up by players */ ePickupState GetPickupState(void) const { return m_PickupState; } /** Sets a new pickup state */ void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; } /** Returns the damage modifier coeff. */ double GetDamageCoeff(void) const { return m_DamageCoeff; } /** Sets the damage modifier coeff */ void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; } /** Returns true if the specified player can pick the arrow up */ bool CanPickup(const cPlayer & a_Player) const; /** Returns true if the arrow is set as critical */ bool IsCritical(void) const { return m_IsCritical; } /** Sets the IsCritical flag */ void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; } /** Gets the block arrow is in */ Vector3i GetBlockHit(void) const { return m_HitBlockPos; } // tolua_end /** Sets the block arrow is in. To be used by the MCA loader only! */ void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; } protected: /** Determines when the arrow can be picked up by players */ ePickupState m_PickupState; /** The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow */ double m_DamageCoeff; /** If true, the arrow deals more damage */ bool m_IsCritical; /** Timer for pickup collection animation or five minute timeout */ std::chrono::milliseconds m_Timer; /** Timer for client arrow position confirmation via TeleportEntity */ std::chrono::milliseconds m_HitGroundTimer; // Whether the arrow has already been teleported into the proper position in the ground. bool m_HasTeleported; /** If true, the arrow is in the process of being collected - don't go to anyone else */ bool m_bIsCollected; /** Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air */ Vector3i m_HitBlockPos; // cProjectileEntity overrides: virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override; virtual void CollectedBy(cPlayer & a_Player) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; }; // tolua_export