// ProjectileEntity.cpp // Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types #include "Globals.h" #include "../Bindings/PluginManager.h" #include "ProjectileEntity.h" #include "../ClientHandle.h" #include "Player.h" #include "../LineBlockTracer.h" #include "../BoundingBox.h" #include "../ChunkMap.h" #include "../Chunk.h" /// Converts an angle in radians into a byte representation used by the network protocol #define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cProjectileTracerCallback: class cProjectileTracerCallback : public cBlockTracer::cCallbacks { public: cProjectileTracerCallback(cProjectileEntity * a_Projectile) : m_Projectile(a_Projectile), m_SlowdownCoeff(0.99) // Default slowdown when not in water { } double GetSlowdownCoeff(void) const { return m_SlowdownCoeff; } protected: cProjectileEntity * m_Projectile; double m_SlowdownCoeff; // cCallbacks overrides: virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override { /* // DEBUG: LOGD("Hit block %d:%d at {%d, %d, %d} face %d, %s (%s)", a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_EntryFace, cBlockInfo::IsSolid(a_BlockType) ? "solid" : "non-solid", ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str() ); */ if (cBlockInfo::IsSolid(a_BlockType)) { // The projectile hit a solid block // Calculate the exact hit coords: cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); Vector3d Line1 = m_Projectile->GetPosition(); Vector3d Line2 = Line1 + m_Projectile->GetSpeed(); double LineCoeff = 0; eBlockFace Face; if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face)) { if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile)) { return false; } Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff; m_Projectile->OnHitSolidBlock(Intersection, Face); return true; } else { LOGD("WEIRD! block tracer reports a hit, but BBox tracer doesn't. Ignoring the hit."); } } // Convey some special effects from special blocks: switch (a_BlockType) { case E_BLOCK_LAVA: case E_BLOCK_STATIONARY_LAVA: { m_Projectile->StartBurning(30); m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.9); // Slow down to 0.9* the speed each tick when moving through lava break; } case E_BLOCK_WATER: case E_BLOCK_STATIONARY_WATER: { m_Projectile->StopBurning(); m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.8); // Slow down to 0.8* the speed each tick when moving through water break; } } // switch (a_BlockType) // Continue tracing return false; } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cProjectileEntityCollisionCallback: class cProjectileEntityCollisionCallback : public cEntityCallback { public: cProjectileEntityCollisionCallback(cProjectileEntity * a_Projectile, const Vector3d & a_Pos, const Vector3d & a_NextPos) : m_Projectile(a_Projectile), m_Pos(a_Pos), m_NextPos(a_NextPos), m_MinCoeff(1), m_HitEntity(NULL) { } virtual bool Item(cEntity * a_Entity) override { if ( (a_Entity == m_Projectile) || // Do not check collisions with self (a_Entity == m_Projectile->GetCreator()) // Do not check whoever shot the projectile ) { // TODO: Don't check creator only for the first 5 ticks // so that arrows stuck in ground and dug up can hurt the player return false; } cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); // Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline. // The results should be good enough for our purposes double LineCoeff; eBlockFace Face; EntBox.Expand(m_Projectile->GetWidth() / 2, m_Projectile->GetHeight() / 2, m_Projectile->GetWidth() / 2); if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face)) { // No intersection whatsoever return false; } // TODO: Some entities don't interact with the projectiles (pickups, falling blocks) if (cPluginManager::Get()->CallHookProjectileHitEntity(*m_Projectile, *a_Entity)) { // A plugin disagreed. return false; } if (LineCoeff < m_MinCoeff) { // The entity is closer than anything we've stored so far, replace it as the potential victim m_MinCoeff = LineCoeff; m_HitEntity = a_Entity; } // Don't break the enumeration, we want all the entities return false; } /// Returns the nearest entity that was hit, after the enumeration has been completed cEntity * GetHitEntity(void) const { return m_HitEntity; } /// Returns the line coeff where the hit was encountered, after the enumeration has been completed double GetMinCoeff(void) const { return m_MinCoeff; } /// Returns true if the callback has encountered a true hit bool HasHit(void) const { return (m_MinCoeff < 1); } protected: cProjectileEntity * m_Projectile; const Vector3d & m_Pos; const Vector3d & m_NextPos; double m_MinCoeff; // The coefficient of the nearest hit on the Pos line // Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback // is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing cEntity * m_HitEntity; // The nearest hit entity } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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); SetYawFromSpeed(); SetPitchFromSpeed(); } cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item, 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); case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed); case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkExpBottle: return new cExpBottleEntity (a_Creator, a_X, a_Y, a_Z, Speed); case pkFirework: { if (a_Item.m_FireworkItem.m_Colours.empty()) { return NULL; } return new cFireworkEntity(a_Creator, a_X, a_Y, a_Z, a_Item); } } LOGWARNING("%s: Unknown projectile kind: %d", __FUNCTION__, a_Kind); return NULL; } void cProjectileEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { // Set the position based on what face was hit: SetPosition(a_HitPos); SetSpeed(0, 0, 0); // DEBUG: LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d", m_UniqueID, a_HitPos.x, a_HitPos.y, a_HitPos.z, a_HitFace ); 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 pkFirework: return "Firework"; 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); if (GetProjectileKind() != pkArrow) // See cArrow::Tick { 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)) { // Something has been hit, abort all other processing return; } // The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff // Test for entity collisions: cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos); a_Chunk.ForEachEntity(EntityCollisionCallback); if (EntityCollisionCallback.HasHit()) { // An entity was hit: Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff(); // DEBUG: LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)", m_UniqueID, EntityCollisionCallback.GetHitEntity()->GetUniqueID(), EntityCollisionCallback.GetHitEntity()->GetClass(), HitPos.x, HitPos.y, HitPos.z, EntityCollisionCallback.GetMinCoeff() ); OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos); } // TODO: Test the entities in the neighboring chunks, too // Update the position: SetPosition(NextPos); // Add slowdown and gravity effect to the speed: Vector3d NewSpeed(GetSpeed()); NewSpeed.y += m_Gravity / 20; NewSpeed *= TracerCallback.GetSlowdownCoeff(); SetSpeed(NewSpeed); SetYawFromSpeed(); SetPitchFromSpeed(); /* LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetYaw(), GetPitch() ); */ } void cProjectileEntity::SpawnOn(cClientHandle & a_Client) { // Default spawning - use the projectile kind to spawn an object: a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch())); a_Client.SendEntityMetadata(*this); } void cProjectileEntity::CollectedBy(cPlayer * a_Dest) { // Overriden in arrow UNUSED(a_Dest); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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), m_IsCritical(false), m_Timer(0), m_HitGroundTimer(0), m_bIsCollected(false), m_HitBlockPos(Vector3i(0, 0, 0)) { SetSpeed(a_Speed); SetMass(0.1); SetYawFromSpeed(); SetPitchFromSpeed(); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetYaw(), GetPitch() ); } 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), m_IsCritical((a_Force >= 1)), m_Timer(0), m_HitGroundTimer(0), m_bIsCollected(false), m_HitBlockPos(0, 0, 0) { } 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::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { if (a_HitFace == BLOCK_FACE_NONE) { return; } super::OnHitSolidBlock(a_HitPos, a_HitFace); int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; switch (a_HitFace) { case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed case BLOCK_FACE_YM: { break; } default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true); } m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); // Broadcast arrow hit sound m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); } void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) { // Not an entity that interacts with an arrow return; } int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { Damage += m_World->GetTickRandomNumber(Damage / 2 + 2); } a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); // Broadcast successful hit sound m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); Destroy(); } void cArrowEntity::CollectedBy(cPlayer * a_Dest) { if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest))) { int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW); if (NumAdded > 0) // Only play effects if there was space in inventory { m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest); // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); m_bIsCollected = true; } } } void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); m_Timer += a_Dt; if (m_bIsCollected) { if (m_Timer > 500.f) // 0.5 seconds { Destroy(); return; } } else if (m_Timer > 1000 * 60 * 5) // 5 minutes { Destroy(); return; } if (m_IsInGround) { // When an arrow hits, the client doesn't think its in the ground and keeps on moving, IF BroadcastMovementUpdate() and TeleportEntity was called during flight, AT ALL // Fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised (around 1 sec after landing) // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again { if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case { m_World->BroadcastTeleportEntity(*this); m_HitGroundTimer = -1; } else { m_HitGroundTimer += a_Dt; } } int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); if (Chunk == NULL) { // Inside an unloaded chunk, abort return; } if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? { m_IsInGround = false; // Yes, begin simulating physics again } } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownEggEntity: cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { if (m_World->GetTickRandomNumber(7) == 1) { m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); } else if (m_World->GetTickRandomNumber(32) == 1) { m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); } Destroy(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownEnderPearlEntity : cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { // Teleport the creator here, make them take 5 damage: if (m_Creator != NULL) { // TODO: The coords might need some tweaking based on the block face m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5); m_Creator->TakeDamage(dtEnderPearl, this, 5, 0); } Destroy(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownSnowballEntity : cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Destroy(); } void cThrownSnowballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { int TotalDamage = 0; if (a_EntityHit.IsMob()) { cMonster::eType MobType = ((cMonster &) a_EntityHit).GetMobType(); if (MobType == cMonster::mtBlaze) { TotalDamage = 3; } else if (MobType == cMonster::mtEnderDragon) { TotalDamage = 1; } } a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1); Destroy(true); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cBottleOEnchantingEntity : cExpBottleEntity::cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkExpBottle, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) { SetSpeed(a_Speed); } void cExpBottleEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { // Spawn an experience orb with a reward between 3 and 11. m_World->BroadcastSoundParticleEffect(2002, POSX_TOINT, POSY_TOINT, POSZ_TOINT, 0); m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), 3 + m_World->GetTickRandomNumber(8)); Destroy(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cFireworkEntity : cFireworkEntity::cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item) : super(pkFirework, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25), m_ExplodeTimer(0), m_FireworkItem(a_Item) { } void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width; int PosY = POSY_TOINT; if ((PosY < 0) || (PosY >= cChunkDef::Height)) { goto setspeed; } if (m_IsInGround) { if (a_Chunk.GetBlock(RelX, POSY_TOINT + 1, RelZ) == E_BLOCK_AIR) { m_IsInGround = false; } else { return; } } else { if (a_Chunk.GetBlock(RelX, POSY_TOINT + 1, RelZ) != E_BLOCK_AIR) { OnHitSolidBlock(GetPosition(), BLOCK_FACE_YM); return; } } setspeed: AddSpeedY(1); AddPosition(GetSpeed() * (a_Dt / 1000)); } void cFireworkEntity::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (m_ExplodeTimer == m_FireworkItem.m_FireworkItem.m_FlightTimeInTicks) { m_World->BroadcastEntityStatus(*this, esFireworkExploding); Destroy(); } m_ExplodeTimer++; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cGhastFireballEntity : cGhastFireballEntity::cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkGhastFireball, a_Creator, a_X, a_Y, a_Z, 1, 1) { SetSpeed(a_Speed); SetGravity(0); } void cGhastFireballEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) { m_World->DoExplosionAt(1, a_BlockX, a_BlockY, a_BlockZ, true, esGhastFireball, this); } void cGhastFireballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); } void cGhastFireballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cFireChargeEntity : cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125) { SetSpeed(a_Speed); SetGravity(0); } void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) { if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1); } } void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); } void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); // TODO: Some entities are immune to hits a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning }