73b8be0fef
This not only provides fire resistence, but also prevents blaze fireballs. See #2556
137 lines
2.9 KiB
C++
137 lines
2.9 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Pawn.h"
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#include "../World.h"
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#include "../Bindings/PluginManager.h"
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cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height) :
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super(a_EntityType, 0, 0, 0, a_Width, a_Height)
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, m_EntityEffects(tEffectMap())
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{
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SetGravity(-32.0f);
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SetAirDrag(0.02f);
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}
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void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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// Iterate through this entity's applied effects
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for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();)
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{
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// Copies values to prevent pesky wrong accesses and erasures
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cEntityEffect::eType EffectType = iter->first;
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cEntityEffect * Effect = iter->second;
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Effect->OnTick(*this);
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// Iterates (must be called before any possible erasure)
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++iter;
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// Remove effect if duration has elapsed
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if (Effect->GetDuration() - Effect->GetTicks() <= 0)
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{
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RemoveEntityEffect(EffectType);
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}
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// TODO: Check for discrepancies between client and server effect values
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}
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super::Tick(a_Dt, a_Chunk);
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}
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void cPawn::KilledBy(TakeDamageInfo & a_TDI)
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{
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ClearEntityEffects();
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super::KilledBy(a_TDI);
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}
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bool cPawn::IsFireproof(void) const
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{
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return super::IsFireproof() || HasEntityEffect(cEntityEffect::effFireResistance);
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}
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void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, double a_DistanceModifier)
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{
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// Check if the plugins allow the addition:
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if (cPluginManager::Get()->CallHookEntityAddEffect(*this, a_EffectType, a_Duration, a_Intensity, a_DistanceModifier))
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{
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// A plugin disallows the addition, bail out.
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return;
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}
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// No need to add empty effects:
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if (a_EffectType == cEntityEffect::effNoEffect)
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{
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return;
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}
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a_Duration = static_cast<int>(a_Duration * a_DistanceModifier);
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m_EntityEffects[a_EffectType] = cEntityEffect::CreateEntityEffect(a_EffectType, a_Duration, a_Intensity, a_DistanceModifier);
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m_World->BroadcastEntityEffect(*this, a_EffectType, a_Intensity, static_cast<short>(a_Duration));
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m_EntityEffects[a_EffectType]->OnActivate(*this);
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}
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void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
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{
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m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
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m_EntityEffects[a_EffectType]->OnDeactivate(*this);
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delete m_EntityEffects[a_EffectType];
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m_EntityEffects.erase(a_EffectType);
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}
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bool cPawn::HasEntityEffect(cEntityEffect::eType a_EffectType) const
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{
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return m_EntityEffects.find(a_EffectType) != m_EntityEffects.end();
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}
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void cPawn::ClearEntityEffects()
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{
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// Iterate through this entity's applied effects
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for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();)
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{
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// Copy values to prevent pesky wrong erasures
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cEntityEffect::eType EffectType = iter->first;
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// Iterates (must be called before any possible erasure)
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++iter;
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// Remove effect
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RemoveEntityEffect(EffectType);
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}
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}
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