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-rw-r--r--src/Entities/ArrowEntity.cpp71
1 files changed, 35 insertions, 36 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp
index f62c23f36..464496d31 100644
--- a/src/Entities/ArrowEntity.cpp
+++ b/src/Entities/ArrowEntity.cpp
@@ -3,28 +3,35 @@
#include "Player.h"
#include "ArrowEntity.h"
#include "../Chunk.h"
+#include "../ClientHandle.h"
+
+
+
+
+
+/** Converts an angle in degrees into a byte representation used by the network protocol */
+static Byte AngleToProto(double a_X)
+{
+ return static_cast<Byte>((a_X * 255) / 360);
+}
cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed):
- Super(pkArrow, a_Creator, a_Pos, 0.5, 0.5),
+ Super(pkArrow, a_Creator, a_Pos, a_Speed, 0.5, 0.5),
m_PickupState(psNoPickup),
m_DamageCoeff(2),
m_IsCritical(false),
m_Timer(0),
m_HitGroundTimer(0),
m_HasTeleported(false),
- m_bIsCollected(false),
- m_HitBlockPos(Vector3i(0, 0, 0))
+ m_bIsCollected(false)
{
- SetSpeed(a_Speed);
SetMass(0.1);
SetGravity(-20.0f);
- SetAirDrag(0.01f);
- SetYawFromSpeed();
- SetPitchFromSpeed();
+
FLOGD("Created arrow {0} with speed {1:.02f} and rot {{{2:.02f}, {3:.02f}}}",
m_UniqueID, GetSpeed(), GetYaw(), GetPitch()
);
@@ -35,22 +42,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed
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_HasTeleported(false),
- m_bIsCollected(false),
- m_HitBlockPos(0, 0, 0)
+ cArrowEntity(&a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20))
{
- if (a_Player.IsGameModeCreative())
- {
- m_PickupState = psInCreative;
- }
- SetGravity(-20.0f);
- SetAirDrag(0.01f);
+ m_IsCritical = a_Force >= 1;
+ m_PickupState = a_Player.IsGameModeCreative() ? psInCreative : psInSurvivalOrCreative;
}
@@ -78,21 +73,24 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
auto Speed = GetSpeed();
Speed.Normalize();
- Super::OnHitSolidBlock(a_HitPos, a_HitFace);
-
/*
The line tracer returns the arrow hit position located on the face of a block;
if the arrow hit a block at -5, 95, -5 then a_HitPos would start off as -4, 95.5, -4.1,
i.e. it collided with the X face.
+ First we subtract a bit of speed vector so it doesn't appear black clientside.
+
Then we add a bit of speed vector to make a_HitPos -4.0001, 95.5, -4.1
and floor to get exactly -5, 95, -5 which is stored in m_HitBlockPos.
*/
+ // Shift the arrow's position slightly back so that less than 50% of the hitbox
+ // is in the block. Otherwise the arrow can appear black
+ Super::OnHitSolidBlock(a_HitPos - (Speed / 100), a_HitFace);
+
// Nudge into the block a tiny bit according to its direction of travel
// Floor to give the coordinates of the block it crashed into
- a_HitPos += Speed / 100000;
- m_HitBlockPos = a_HitPos.Floor();
+ m_HitBlockPos = (a_HitPos + (Speed / 100000)).Floor();
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("entity.arrow.hit", m_HitBlockPos, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
@@ -173,6 +171,16 @@ void cArrowEntity::CollectedBy(cPlayer & a_Dest)
+void cArrowEntity::SpawnOn(cClientHandle & a_Client)
+{
+ a_Client.SendSpawnObject(*this, m_ProjectileKind, static_cast<int>(m_CreatorData.m_UniqueID + 1), AngleToProto(GetYaw()), AngleToProto(GetPitch()));
+ a_Client.SendEntityMetadata(*this);
+}
+
+
+
+
+
void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
@@ -212,16 +220,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
- auto RelPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos);
- auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPos);
-
- if (Chunk == nullptr)
- {
- // Inside an unloaded chunk, abort
- return;
- }
-
- if (Chunk->GetBlock(RelPos) == E_BLOCK_AIR) // Block attached to was destroyed?
+ if (m_World->GetBlock(m_HitBlockPos) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
}