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authormadmaxoft <github@xoft.cz>2013-08-30 14:24:03 +0200
committermadmaxoft <github@xoft.cz>2013-08-30 14:24:03 +0200
commit17ad4c2610f2c33d5b4a8b42b7d4b8fbda9ade32 (patch)
treefeaaf5bf652bfdc542dee9b9c452391531aee6ba /source/Entities
parentImplemented basic physics for projectiles. (diff)
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Diffstat (limited to '')
-rw-r--r--source/Entities/Player.cpp44
-rw-r--r--source/Entities/Player.h15
-rw-r--r--source/Entities/ProjectileEntity.cpp41
-rw-r--r--source/Entities/ProjectileEntity.h9
4 files changed, 109 insertions, 0 deletions
diff --git a/source/Entities/Player.cpp b/source/Entities/Player.cpp
index 119afbafc..0cb047933 100644
--- a/source/Entities/Player.cpp
+++ b/source/Entities/Player.cpp
@@ -64,6 +64,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_EatingFinishTick(-1)
+ , m_IsChargingBow(false)
+ , m_BowCharge(0)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
@@ -213,6 +215,13 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
// Handle air drowning stuff
HandleAir();
+
+ // Handle charging the bow:
+ if (m_IsChargingBow)
+ {
+ m_BowCharge += 1;
+ LOGD("Player \"%s\" charging bow: %d", m_PlayerName.c_str(), m_BowCharge);
+ }
if (m_bDirtyPosition)
{
@@ -253,6 +262,41 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
+void cPlayer::StartChargingBow(void)
+{
+ LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
+ m_IsChargingBow = true;
+ m_BowCharge = 0;
+}
+
+
+
+
+
+int cPlayer::FinishChargingBow(void)
+{
+ LOGD("Player \"%s\" finished charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
+ int res = m_BowCharge;
+ m_IsChargingBow = false;
+ m_BowCharge = 0;
+ return res;
+}
+
+
+
+
+
+void cPlayer::CancelChargingBow(void)
+{
+ LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
+ m_IsChargingBow = false;
+ m_BowCharge = 0;
+}
+
+
+
+
+
void cPlayer::SetTouchGround(bool a_bTouchGround)
{
// If just
diff --git a/source/Entities/Player.h b/source/Entities/Player.h
index 5dcce8421..4adf946db 100644
--- a/source/Entities/Player.h
+++ b/source/Entities/Player.h
@@ -62,6 +62,18 @@ public:
/// Returns the currently equipped boots; empty item if none
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
+
+ /// Starts charging the equipped bow
+ void StartChargingBow(void);
+
+ /// Finishes charging the current bow. Returns the number of ticks for which the bow has been charged
+ int FinishChargingBow(void);
+
+ /// Cancels the current bow charging
+ void CancelChargingBow(void);
+
+ /// Returns true if the player is currently charging the bow
+ bool IsChargingBox(void) const { return m_IsChargingBow; }
void SetTouchGround( bool a_bTouchGround );
inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
@@ -351,6 +363,9 @@ protected:
/// The world tick in which eating will be finished. -1 if not eating
Int64 m_EatingFinishTick;
+
+ bool m_IsChargingBow;
+ int m_BowCharge;
virtual void Destroyed(void);
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
index 4983943a9..f405e9aa4 100644
--- a/source/Entities/ProjectileEntity.cpp
+++ b/source/Entities/ProjectileEntity.cpp
@@ -229,6 +229,47 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
+cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
+ super(pkArrow, &a_Player, PosFromPlayerPos(a_Player), SpeedFromPlayerLook(a_Player, a_Force), 0.5, 0.5),
+ m_PickupState(psInSurvivalOrCreative),
+ m_DamageCoeff(2)
+{
+}
+
+
+
+
+
+Vector3d cArrowEntity::PosFromPlayerPos(const cPlayer & a_Player)
+{
+ Vector3d res = a_Player.GetEyePosition();
+
+ // Adjust the position to be just outside the player's bounding box:
+ res.x += 0.16 * cos(a_Player.GetPitch());
+ res.y += -0.1;
+ res.z += 0.16 * sin(a_Player.GetPitch());
+
+ return res;
+}
+
+
+
+
+
+Vector3d cArrowEntity::SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force)
+{
+ Vector3d res = a_Player.GetLookVector();
+ res.Normalize();
+
+ // TODO: Add a slight random change (+-0.0075 in each direction)
+
+ return res * a_Force * 1.5 * 20;
+}
+
+
+
+
+
bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
{
switch (m_PickupState)
diff --git a/source/Entities/ProjectileEntity.h b/source/Entities/ProjectileEntity.h
index 7a97a2215..de0366014 100644
--- a/source/Entities/ProjectileEntity.h
+++ b/source/Entities/ProjectileEntity.h
@@ -103,8 +103,17 @@ public:
/// 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 the initial arrow position, as defined by the player eye position + adjustment.
+ static Vector3d PosFromPlayerPos(const cPlayer & a_Player);
+
+ /// Returns the initial arrow speed, as defined by the player look vector and the force coefficient
+ static Vector3d SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force);
+
/// Returns whether the arrow can be picked up by players
ePickupState GetPickupState(void) const { return m_PickupState; }