// ProjectileEntity.h
// Declares the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types
#pragma once
#include "Entity.h"
// tolua_begin
class cProjectileEntity :
public cEntity
{
typedef cEntity super;
public:
/// The kind of the projectile. The numbers correspond to the network type ID used for spawning via the 0x17 packet.
enum eKind
{
pkArrow = 60,
pkSnowball = 61,
pkEgg = 62,
pkGhastFireball = 63,
pkFireCharge = 64,
pkEnderPearl = 65,
pkExpBottle = 75,
pkSplashPotion = 73,
pkFirework = 76,
pkWitherSkull = 66,
pkFishingFloat = 90,
} ;
// tolua_end
CLASS_PROTODEF(cProjectileEntity);
cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height);
static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item, const Vector3d * a_Speed = NULL);
/// Called by the physics blocktracer when the entity hits a solid block, the hit position and the face hit (BLOCK_FACE_) is given
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace);
/// Called by the physics blocktracer when the entity hits another entity
virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
UNUSED(a_EntityHit);
UNUSED(a_HitPos);
}
/// Called by Chunk when the projectile is eligible for player collection
virtual void CollectedBy(cPlayer * a_Dest);
// tolua_begin
/// Returns the kind of the projectile (fast class identification)
eKind GetProjectileKind(void) const { return m_ProjectileKind; }
/// Returns the entity who created this projectile; may be NULL
cEntity * GetCreator(void) { return m_Creator; }
/// Returns the string that is used as the entity type (class name) in MCA files
AString GetMCAClassName(void) const;
/// Returns true if the projectile has hit the ground and is stuck there
bool IsInGround(void) const { return m_IsInGround; }
// tolua_end
/// Sets the internal InGround flag. To be used by MCA loader only!
void SetIsInGround(bool a_IsInGround) { m_IsInGround = a_IsInGround; }
protected:
eKind m_ProjectileKind;
/// The entity who has created this projectile; may be NULL (e. g. for dispensers)
cEntity * m_Creator;
/// True if the projectile has hit the ground and is stuck there
bool m_IsInGround;
// cEntity overrides:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
virtual void SpawnOn(cClientHandle & a_Client) override;
// tolua_begin
} ;
class cArrowEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
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, double a_X, double a_Y, double a_Z, const 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; }
// tolua_end
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
float m_Timer;
/// Timer for client arrow position confirmation via TeleportEntity
float m_HitGroundTimer;
/// 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(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
virtual void CollectedBy(cPlayer * a_Player) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
// tolua_begin
} ;
class cThrownEggEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cThrownEggEntity);
cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
// tolua_end
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
// tolua_begin
} ;
class cThrownEnderPearlEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cThrownEnderPearlEntity);
cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
// tolua_end
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
// tolua_begin
} ;
class cThrownSnowballEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cThrownSnowballEntity);
cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
// tolua_begin
} ;
class cExpBottleEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cExpBottleEntity);
cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
// tolua_begin
};
class cFireworkEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cFireworkEntity);
cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item);
const cItem & GetItem(void) const { return m_FireworkItem; }
protected:
// cProjectileEntity overrides:
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
private:
int m_ExplodeTimer;
cItem m_FireworkItem;
// tolua_begin
};
class cGhastFireballEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cGhastFireballEntity);
cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
void Explode(int a_BlockX, int a_BlockY, int a_BlockZ);
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
// TODO: Deflecting the fireballs by arrow- or sword- hits
// tolua_begin
} ;
class cFireChargeEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cFireChargeEntity);
cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
protected:
void Explode(int a_BlockX, int a_BlockY, int a_BlockZ);
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
// tolua_begin
} ;
// tolua_end