113 lines
2.4 KiB
C++
113 lines
2.4 KiB
C++
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SplashPotionEntity.h"
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#include "Pawn.h"
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#include "../ClientHandle.h"
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#include "../EffectID.h"
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/** Converts an angle in radians into a byte representation used by the network protocol */
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#define ANGLE_TO_PROTO(X) static_cast<Byte>(X * 255 / 360)
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////////////////////////////////////////////////////////////////////////////////
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// cSplashPotionEntity:
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cSplashPotionEntity::cSplashPotionEntity(
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cEntity * a_Creator,
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Vector3d a_Pos,
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Vector3d a_Speed,
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const cItem & a_Item
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):
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Super(pkSplashPotion, a_Creator, a_Pos, 0.25, 0.25),
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m_Item(a_Item),
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m_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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m_EntityEffectType = cEntityEffect::GetPotionEffectType(a_Item.m_ItemDamage);
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m_EntityEffect = cEntityEffect(
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cEntityEffect::GetPotionEffectDuration(a_Item.m_ItemDamage),
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cEntityEffect::GetPotionEffectIntensity(a_Item.m_ItemDamage)
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);
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m_PotionColor = cEntityEffect::GetPotionColor(a_Item.m_ItemDamage);
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}
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void cSplashPotionEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
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{
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Splash(a_HitPos);
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m_DestroyTimer = 2;
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}
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void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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{
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a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
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Splash(a_HitPos);
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m_DestroyTimer = 5;
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}
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void cSplashPotionEntity::Splash(Vector3d a_HitPos)
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{
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m_World->ForEachEntity([=](cEntity & a_Entity)
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{
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if (!a_Entity.IsPawn())
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{
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// Not an entity that can take effects
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return false;
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}
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double SplashDistance = (a_Entity.GetPosition() - a_HitPos).Length();
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if (SplashDistance >= 20)
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{
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// Too far away
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return false;
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}
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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double Reduction = -0.25 * SplashDistance + 1.0;
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Reduction = std::max(Reduction, 0.0);
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static_cast<cPawn &>(a_Entity).AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
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return false;
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}
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);
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m_World->BroadcastSoundParticleEffect(
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EffectID::PARTICLE_SPLASH_POTION,
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a_HitPos.Floor(),
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m_PotionColor
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);
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}
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void cSplashPotionEntity::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 73, m_PotionColor, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch()));
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a_Client.SendEntityMetadata(*this);
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}
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