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-rw-r--r--source/Entities/ProjectileEntity.cpp855
1 files changed, 0 insertions, 855 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
deleted file mode 100644
index fb25aea35..000000000
--- a/source/Entities/ProjectileEntity.cpp
+++ /dev/null
@@ -1,855 +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);
- case pkExpBottle: return new cExpBottleEntity (a_Creator, a_X, a_Y, a_Z, Speed);
- case pkFirework: return new cFireworkEntity (a_Creator, a_X, a_Y, a_Z );
- // 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);
-
- if (GetProjectileKind() != pkArrow) // See cArrow::Tick
- {
- 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)),
- m_HitGroundTimer(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),
- m_HitGroundTimer(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;
-
- switch (a_HitFace)
- {
- case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
- case BLOCK_FACE_YM:
- {
- break;
- }
- default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
- }
-
- 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));
-}
-
-
-
-
-
-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)
- {
- // When an arrow hits, the client doesn't think its in the ground and keeps on moving, IF BroadcastMovementUpdate() and TeleportEntity was called during flight, AT ALL
- // Fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised (around 1 sec after landing)
- // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
- // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
-
- if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
- {
- if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
- {
- m_World->BroadcastTeleportEntity(*this);
- m_HitGroundTimer = -1;
- }
- else
- {
- m_HitGroundTimer += a_Dt;
- }
- }
-
- 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();
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cBottleOEnchantingEntity :
-
-cExpBottleEntity::cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
-super(pkExpBottle, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
-{
- SetSpeed(a_Speed);
-}
-
-
-
-
-
-void cExpBottleEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
-{
- // TODO: Spawn experience orbs
-
- Destroy();
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFireworkEntity :
-
-cFireworkEntity::cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z) :
-super(pkFirework, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
-{
-}
-
-
-
-
-
-void cFireworkEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
-{
- if ((a_HitFace != BLOCK_FACE_BOTTOM) && (a_HitFace != BLOCK_FACE_NONE))
- {
- return;
- }
-
- SetSpeed(0, 0, 0);
- SetPosition(GetPosX(), GetPosY() - 0.5, GetPosZ());
-
- std::cout << a_HitPos.x << " " << a_HitPos.y << " " << a_HitPos.z << std::endl;
-
- m_IsInGround = true;
-
- BroadcastMovementUpdate();
-}
-
-
-
-
-
-void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
-{
- if (m_IsInGround)
- {
- if (a_Chunk.GetBlock((int)GetPosX(), (int)GetPosY() + 1, (int)GetPosZ()) == E_BLOCK_AIR)
- {
- m_IsInGround = false;
- }
- else
- {
- 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
-
- // Update the position:
- SetPosition(NextPos);
-
- // Add slowdown and gravity effect to the speed:
- Vector3d NewSpeed(GetSpeed());
- NewSpeed.y += 2;
- NewSpeed *= TracerCallback.GetSlowdownCoeff();
- SetSpeed(NewSpeed);
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// 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
-}
-
-
-
-