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// ArrowEntity.h
// Declares the cArrowEntity representing the arrow that has been shot by the player or by a skeleton
#pragma once
#include "ProjectileEntity.h"
// tolua_begin
class cArrowEntity :
public cProjectileEntity
{
// tolua_end
using Super = cProjectileEntity;
// tolua_begin
public:
/** Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field */
enum ePickupState
{
psNoPickup = 0,
psInSurvivalOrCreative = 1,
psInCreative = 2,
} ;
// tolua_end
CLASS_PROTODEF(cArrowEntity)
/** Creates a new arrow with psNoPickup state and default damage modifier coeff */
cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed);
/** Creates a new arrow as shot by a player, initializes it from the player object */
cArrowEntity(cPlayer & a_Player, double a_Force);
// tolua_begin
/** Returns whether the arrow can be picked up by players */
ePickupState GetPickupState(void) const { return m_PickupState; }
/** Sets a new pickup state */
void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
/** Returns the damage modifier coeff. */
double GetDamageCoeff(void) const { return m_DamageCoeff; }
/** Sets the damage modifier coeff */
void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
/** Returns true if the specified player can pick the arrow up */
bool CanPickup(const cPlayer & a_Player) const;
/** Returns true if the arrow is set as critical */
bool IsCritical(void) const { return m_IsCritical; }
/** Sets the IsCritical flag */
void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
/** Gets the block arrow is in */
Vector3i GetBlockHit(void) const { return m_HitBlockPos; }
// tolua_end
/** Sets the block arrow is in. To be used by the MCA loader only! */
void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; }
protected:
/** Determines when the arrow can be picked up by players */
ePickupState m_PickupState;
/** The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow */
double m_DamageCoeff;
/** If true, the arrow deals more damage */
bool m_IsCritical;
/** Timer for pickup collection animation or five minute timeout */
std::chrono::milliseconds m_Timer;
/** Timer for client arrow position confirmation via TeleportEntity */
std::chrono::milliseconds m_HitGroundTimer;
// Whether the arrow has already been teleported into the proper position in the ground.
bool m_HasTeleported;
/** If true, the arrow is in the process of being collected - don't go to anyone else */
bool m_bIsCollected;
/** Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air */
Vector3i m_HitBlockPos;
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override;
virtual void CollectedBy(cPlayer & a_Player) override;
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
}; // tolua_export
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