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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /source/Entities/ProjectileEntity.cpp | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'source/Entities/ProjectileEntity.cpp')
-rw-r--r-- | source/Entities/ProjectileEntity.cpp | 743 |
1 files changed, 0 insertions, 743 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp deleted file mode 100644 index c63b9523b..000000000 --- a/source/Entities/ProjectileEntity.cpp +++ /dev/null @@ -1,743 +0,0 @@ - -// ProjectileEntity.cpp - -// Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types - -#include "Globals.h" -#include "ProjectileEntity.h" -#include "../ClientHandle.h" -#include "Player.h" -#include "../LineBlockTracer.h" -#include "../BoundingBox.h" -#include "../ChunkMap.h" -#include "../Chunk.h" - - - - - -/// Converts an angle in radians into a byte representation used by the network protocol -#define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360) - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cProjectileTracerCallback: - -class cProjectileTracerCallback : - public cBlockTracer::cCallbacks -{ -public: - cProjectileTracerCallback(cProjectileEntity * a_Projectile) : - m_Projectile(a_Projectile), - m_SlowdownCoeff(0.99) // Default slowdown when not in water - { - } - - double GetSlowdownCoeff(void) const { return m_SlowdownCoeff; } - -protected: - cProjectileEntity * m_Projectile; - double m_SlowdownCoeff; - - // cCallbacks overrides: - virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override - { - /* - // DEBUG: - LOGD("Hit block %d:%d at {%d, %d, %d} face %d, %s (%s)", - a_BlockType, a_BlockMeta, - a_BlockX, a_BlockY, a_BlockZ, a_EntryFace, - g_BlockIsSolid[a_BlockType] ? "solid" : "non-solid", - ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str() - ); - */ - - if (g_BlockIsSolid[a_BlockType]) - { - // The projectile hit a solid block - // Calculate the exact hit coords: - cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); - Vector3d Line1 = m_Projectile->GetPosition(); - Vector3d Line2 = Line1 + m_Projectile->GetSpeed(); - double LineCoeff = 0; - char Face; - if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face)) - { - Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff; - m_Projectile->OnHitSolidBlock(Intersection, Face); - return true; - } - else - { - LOGD("WEIRD! block tracer reports a hit, but BBox tracer doesn't. Ignoring the hit."); - } - } - - // Convey some special effects from special blocks: - switch (a_BlockType) - { - case E_BLOCK_LAVA: - case E_BLOCK_STATIONARY_LAVA: - { - m_Projectile->StartBurning(30); - m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.9); // Slow down to 0.9* the speed each tick when moving through lava - break; - } - case E_BLOCK_WATER: - case E_BLOCK_STATIONARY_WATER: - { - m_Projectile->StopBurning(); - m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.8); // Slow down to 0.8* the speed each tick when moving through water - break; - } - } // switch (a_BlockType) - - // Continue tracing - return false; - } -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cProjectileEntityCollisionCallback: - -class cProjectileEntityCollisionCallback : - public cEntityCallback -{ -public: - cProjectileEntityCollisionCallback(cProjectileEntity * a_Projectile, const Vector3d & a_Pos, const Vector3d & a_NextPos) : - m_Projectile(a_Projectile), - m_Pos(a_Pos), - m_NextPos(a_NextPos), - m_MinCoeff(1), - m_HitEntity(NULL) - { - } - - - virtual bool Item(cEntity * a_Entity) override - { - if ( - (a_Entity == m_Projectile) || // Do not check collisions with self - (a_Entity == m_Projectile->GetCreator()) // Do not check whoever shot the projectile - ) - { - // TODO: Don't check creator only for the first 5 ticks - // so that arrows stuck in ground and dug up can hurt the player - return false; - } - - cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); - - // Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline. - // The results should be good enough for our purposes - double LineCoeff; - char Face; - EntBox.Expand(m_Projectile->GetWidth() / 2, m_Projectile->GetHeight() / 2, m_Projectile->GetWidth() / 2); - if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face)) - { - // No intersection whatsoever - return false; - } - - // TODO: Some entities don't interact with the projectiles (pickups, falling blocks) - // TODO: Allow plugins to interfere about which entities can be hit - - if (LineCoeff < m_MinCoeff) - { - // The entity is closer than anything we've stored so far, replace it as the potential victim - m_MinCoeff = LineCoeff; - m_HitEntity = a_Entity; - } - - // Don't break the enumeration, we want all the entities - return false; - } - - /// Returns the nearest entity that was hit, after the enumeration has been completed - cEntity * GetHitEntity(void) const { return m_HitEntity; } - - /// Returns the line coeff where the hit was encountered, after the enumeration has been completed - double GetMinCoeff(void) const { return m_MinCoeff; } - - /// Returns true if the callback has encountered a true hit - bool HasHit(void) const { return (m_MinCoeff < 1); } - -protected: - cProjectileEntity * m_Projectile; - const Vector3d & m_Pos; - const Vector3d & m_NextPos; - double m_MinCoeff; // The coefficient of the nearest hit on the Pos line - - // Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback - // is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing - cEntity * m_HitEntity; // The nearest hit entity -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cProjectileEntity: - -cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) : - super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height), - m_ProjectileKind(a_Kind), - m_Creator(a_Creator), - m_IsInGround(false) -{ -} - - - - - -cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) : - super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height), - m_ProjectileKind(a_Kind), - m_Creator(a_Creator), - m_IsInGround(false) -{ - SetSpeed(a_Speed); - SetRotationFromSpeed(); - SetPitchFromSpeed(); -} - - - - - -cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed) -{ - Vector3d Speed; - if (a_Speed != NULL) - { - Speed = *a_Speed; - } - - switch (a_Kind) - { - case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed); - case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed); - case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed); - case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed); - case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed); - case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed); - // TODO: the rest - } - - LOGWARNING("%s: Unknown projectile kind: %d", __FUNCTION__, a_Kind); - return NULL; -} - - - - - -void cProjectileEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - // Set the position based on what face was hit: - SetPosition(a_HitPos); - SetSpeed(0, 0, 0); - - // DEBUG: - LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d", - m_UniqueID, - a_HitPos.x, a_HitPos.y, a_HitPos.z, - a_HitFace - ); - - m_IsInGround = true; -} - - - - - -AString cProjectileEntity::GetMCAClassName(void) const -{ - switch (m_ProjectileKind) - { - case pkArrow: return "Arrow"; - case pkSnowball: return "Snowball"; - case pkEgg: return "Egg"; - case pkGhastFireball: return "Fireball"; - case pkFireCharge: return "SmallFireball"; - case pkEnderPearl: return "ThrownEnderPearl"; - case pkExpBottle: return "ThrownExpBottle"; - case pkSplashPotion: return "ThrownPotion"; - case pkWitherSkull: return "WitherSkull"; - case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this? - } - ASSERT(!"Unhandled projectile entity kind!"); - return ""; -} - - - - - -void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) -{ - super::Tick(a_Dt, a_Chunk); - BroadcastMovementUpdate(); -} - - - - - -void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) -{ - if (m_IsInGround) - { - // Already-grounded projectiles don't move at all - return; - } - - Vector3d PerTickSpeed = GetSpeed() / 20; - Vector3d Pos = GetPosition(); - - // Trace the tick's worth of movement as a line: - Vector3d NextPos = Pos + PerTickSpeed; - cProjectileTracerCallback TracerCallback(this); - if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos)) - { - // Something has been hit, abort all other processing - return; - } - // The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff - - // Test for entity collisions: - cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos); - a_Chunk.ForEachEntity(EntityCollisionCallback); - if (EntityCollisionCallback.HasHit()) - { - // An entity was hit: - Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff(); - - // DEBUG: - LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)", - m_UniqueID, - EntityCollisionCallback.GetHitEntity()->GetUniqueID(), - EntityCollisionCallback.GetHitEntity()->GetClass(), - HitPos.x, HitPos.y, HitPos.z, - EntityCollisionCallback.GetMinCoeff() - ); - - OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos); - } - // TODO: Test the entities in the neighboring chunks, too - - // Update the position: - SetPosition(NextPos); - - // Add slowdown and gravity effect to the speed: - Vector3d NewSpeed(GetSpeed()); - NewSpeed.y += m_Gravity / 20; - NewSpeed *= TracerCallback.GetSlowdownCoeff(); - SetSpeed(NewSpeed); - SetRotationFromSpeed(); - SetPitchFromSpeed(); - - // DEBUG: - LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}", - m_UniqueID, - GetPosX(), GetPosY(), GetPosZ(), - GetSpeedX(), GetSpeedY(), GetSpeedZ(), - GetRotation(), GetPitch() - ); -} - - - - - -void cProjectileEntity::SpawnOn(cClientHandle & a_Client) -{ - // Default spawning - use the projectile kind to spawn an object: - a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetRotation()), ANGLE_TO_PROTO(GetPitch())); - a_Client.SendEntityMetadata(*this); -} - - - - - -void cProjectileEntity::CollectedBy(cPlayer * a_Dest) -{ - // Overriden in arrow - UNUSED(a_Dest); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cArrowEntity: - -cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), - m_PickupState(psNoPickup), - m_DamageCoeff(2), - m_IsCritical(false), - m_Timer(0), - m_bIsCollected(false), - m_HitBlockPos(Vector3i(0, 0, 0)) -{ - SetSpeed(a_Speed); - SetMass(0.1); - SetRotationFromSpeed(); - SetPitchFromSpeed(); - LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", - m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), - GetRotation(), GetPitch() - ); -} - - - - - -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_bIsCollected(false), - m_HitBlockPos(0, 0, 0) -{ -} - - - - - -bool cArrowEntity::CanPickup(const cPlayer & a_Player) const -{ - switch (m_PickupState) - { - case psNoPickup: return false; - case psInSurvivalOrCreative: return (a_Player.IsGameModeSurvival() || a_Player.IsGameModeCreative()); - case psInCreative: return a_Player.IsGameModeCreative(); - } - ASSERT(!"Unhandled pickup state"); - return false; -} - - - - - -void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - if (a_HitFace == BLOCK_FACE_NONE) - { - return; - } - - super::OnHitSolidBlock(a_HitPos, a_HitFace); - int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; - - if (a_HitFace != BLOCK_FACE_YP) - { - AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); - } - else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM - { - a_Y--; - } - else - { - a_Y++; - } - - m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); - - // Broadcast arrow hit sound - m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - - // Broadcast the position and speed packets before teleporting: - BroadcastMovementUpdate(); - - // Teleport the entity to the exact hit coords: - m_World->BroadcastTeleportEntity(*this); -} - - - - - -void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) -{ - if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) - { - // Not an entity that interacts with an arrow - return; - } - - int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); - if (m_IsCritical) - { - Damage += m_World->GetTickRandomNumber(Damage / 2 + 2); - } - a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); - - // Broadcast successful hit sound - m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - - Destroy(); -} - - - - - -void cArrowEntity::CollectedBy(cPlayer * a_Dest) -{ - if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest))) - { - int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW); - if (NumAdded > 0) // Only play effects if there was space in inventory - { - m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest); - // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) - m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - m_bIsCollected = true; - } - } -} - - - - - -void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) -{ - super::Tick(a_Dt, a_Chunk); - m_Timer += a_Dt; - - if (m_bIsCollected) - { - if (m_Timer > 500.f) // 0.5 seconds - { - Destroy(); - return; - } - } - else if (m_Timer > 1000 * 60 * 5) // 5 minutes - { - Destroy(); - return; - } - - if (m_IsInGround) - { - int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; - int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; - cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); - - if (Chunk == NULL) - { - // Inside an unloaded chunk, abort - return; - } - - if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? - { - m_IsInGround = false; // Yes, begin simulating physics again - } - } -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cThrownEggEntity: - -cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) -{ - SetSpeed(a_Speed); -} - - - - - -void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - if (m_World->GetTickRandomNumber(7) == 1) - { - m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); - } - else if (m_World->GetTickRandomNumber(32) == 1) - { - m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); - m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); - m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); - m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); - } - Destroy(); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cThrownEnderPearlEntity : - -cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) -{ - SetSpeed(a_Speed); -} - - - - - -void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - // Teleport the creator here, make them take 5 damage: - if (m_Creator != NULL) - { - // TODO: The coords might need some tweaking based on the block face - m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5); - m_Creator->TakeDamage(dtEnderPearl, this, 5, 0); - } - - Destroy(); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cThrownSnowballEntity : - -cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) -{ - SetSpeed(a_Speed); -} - - - - - -void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - // TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs - - Destroy(); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cGhastFireballEntity : - -cGhastFireballEntity::cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkGhastFireball, a_Creator, a_X, a_Y, a_Z, 1, 1) -{ - SetSpeed(a_Speed); - SetGravity(0); -} - - - - - -void cGhastFireballEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - m_World->DoExplosionAt(1, a_BlockX, a_BlockY, a_BlockZ, true, esGhastFireball, this); -} - - - - - -void cGhastFireballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - Destroy(); - Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); -} - - - - - -void cGhastFireballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) -{ - Destroy(); - Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cFireChargeEntity : - -cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : - super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125) -{ - SetSpeed(a_Speed); - SetGravity(0); -} - - - - - -void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) - { - m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1); - } -} - - - - - -void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) -{ - Destroy(); - Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); -} - - - - - -void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) -{ - Destroy(); - Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); - - // TODO: Some entities are immune to hits - a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning -} - - - - |