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-rw-r--r--src/BlockEntities/BeaconEntity.cpp60
1 files changed, 45 insertions, 15 deletions
diff --git a/src/BlockEntities/BeaconEntity.cpp b/src/BlockEntities/BeaconEntity.cpp
index 1d088a56f..a98547ba7 100644
--- a/src/BlockEntities/BeaconEntity.cpp
+++ b/src/BlockEntities/BeaconEntity.cpp
@@ -1,4 +1,4 @@
-
+
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BeaconEntity.h"
@@ -195,21 +195,33 @@ void cBeaconEntity::UpdateBeacon(void)
GetWindow()->SetProperty(0, m_BeaconLevel);
}
- Vector3d BeaconPosition(m_PosX, m_PosY, m_PosZ);
- GetWorld()->ForEachPlayer([=](cPlayer & a_Player)
+ class cPlayerCallback :
+ public cPlayerListCallback
+ {
+ public:
+ cPlayerCallback(Vector3d a_Position):
+ m_Position(a_Position)
{
- Vector3d Distance = BeaconPosition - a_Player.GetPosition();
+ }
+
+ virtual bool Item(cPlayer * a_Player)
+ {
+ Vector3d Distance = m_Position - a_Player->GetPosition();
if (
(std::abs(Distance.y) <= 14) &&
(std::abs(Distance.x) <= 20) &&
(std::abs(Distance.z) <= 20)
)
{
- a_Player.AwardAchievement(eStatistic::achFullBeacon);
+ a_Player->AwardAchievement(eStatistic::achFullBeacon);
}
return false;
}
- );
+
+ private:
+ Vector3d m_Position;
+ } PlayerCallback(Vector3d(m_PosX, m_PosY, m_PosZ));
+ GetWorld()->ForEachPlayer(PlayerCallback);
}
}
@@ -237,28 +249,46 @@ void cBeaconEntity::GiveEffects(void)
SecondaryEffect = m_SecondaryEffect;
}
- Vector3d BeaconPosition(m_PosX, m_PosY, m_PosZ);
- GetWorld()->ForEachPlayer([=](cPlayer & a_Player)
+ class cPlayerCallback : public cPlayerListCallback
+ {
+ int m_Radius;
+ Vector3d m_Position;
+ cEntityEffect::eType m_PrimaryEffect, m_SecondaryEffect;
+ short m_EffectLevel;
+
+ virtual bool Item(cPlayer * a_Player)
{
- auto PlayerPosition = a_Player.GetPosition();
- if (PlayerPosition.y > BeaconPosition.y)
+ Vector3d PlayerPosition = Vector3d(a_Player->GetPosition());
+ if (PlayerPosition.y > m_Position.y)
{
- PlayerPosition.y = BeaconPosition.y;
+ PlayerPosition.y = m_Position.y;
}
// TODO: Vanilla minecraft uses an AABB check instead of a radius one
- if ((PlayerPosition - BeaconPosition).Length() <= Radius)
+ if ((PlayerPosition - m_Position).Length() <= m_Radius)
{
- a_Player.AddEntityEffect(m_PrimaryEffect, 180, EffectLevel);
+ a_Player->AddEntityEffect(m_PrimaryEffect, 180, m_EffectLevel);
if (m_SecondaryEffect != cEntityEffect::effNoEffect)
{
- a_Player.AddEntityEffect(m_SecondaryEffect, 180, 0);
+ a_Player->AddEntityEffect(m_SecondaryEffect, 180, 0);
}
}
return false;
}
- );
+
+ public:
+ cPlayerCallback(int a_Radius, Vector3d a_Position, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
+ m_Radius(a_Radius),
+ m_Position(a_Position),
+ m_PrimaryEffect(a_PrimaryEffect),
+ m_SecondaryEffect(a_SecondaryEffect),
+ m_EffectLevel(a_EffectLevel)
+ {
+ }
+
+ } PlayerCallback(Radius, Vector3d(m_PosX, m_PosY, m_PosZ), m_PrimaryEffect, SecondaryEffect, EffectLevel);
+ GetWorld()->ForEachPlayer(PlayerCallback);
}