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-rw-r--r--source/Entities/ProjectileEntity.cpp296
1 files changed, 296 insertions, 0 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
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+++ b/source/Entities/ProjectileEntity.cpp
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+
+// 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"
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cProjectileTracerCallback:
+
+class cProjectileTracerCallback :
+ public cBlockTracer::cCallbacks
+{
+public:
+ cProjectileTracerCallback(cProjectileEntity * a_Projectile) :
+ m_Projectile(a_Projectile)
+ {
+ }
+
+protected:
+ cProjectileEntity * m_Projectile;
+
+ virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
+ {
+ if (g_BlockIsSolid[a_BlockType])
+ {
+ // The projectile hit a solid block
+ m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace);
+ return true;
+ }
+
+ // Convey some special effects from special blocks:
+ switch (a_BlockType)
+ {
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
+ {
+ m_Projectile->StartBurning(30);
+ break;
+ }
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ {
+ m_Projectile->StopBurning();
+ break;
+ }
+ } // switch (a_BlockType)
+
+ // Continue tracing
+ return false;
+ }
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// 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);
+}
+
+
+
+
+
+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);
+ // TODO: the rest
+ }
+
+ LOGWARNING("%s: Unknown kind: %d", __FUNCTION__, a_Kind);
+ return NULL;
+}
+
+
+
+
+
+void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+{
+ // TODO: Set proper position based on what face was hit
+ switch (a_BlockFace)
+ {
+ case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break;
+ case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break;
+ case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
+ case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
+ case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break;
+ case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break;
+ case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
+ }
+ SetSpeed(0, 0, 0);
+
+ // DEBUG:
+ LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d",
+ m_UniqueID,
+ GetPosX(), GetPosY(), GetPosZ(),
+ a_BlockFace
+ );
+
+ 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))
+ {
+ // Nothing in the way, update the position
+ SetPosition(NextPos);
+ }
+
+ // Add gravity effect to the vertical speed component:
+ SetSpeedY(GetSpeedY() + m_Gravity / 20);
+
+ // DEBUG:
+ LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
+ m_UniqueID,
+ GetPosX(), GetPosY(), GetPosZ(),
+ GetSpeedX(), GetSpeedY(), GetSpeedZ()
+ );
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// 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)
+{
+ SetSpeed(a_Speed);
+ SetMass(0.1);
+ LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}",
+ m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ()
+ );
+}
+
+
+
+
+
+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)
+ {
+ 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::SpawnOn(cClientHandle & a_Client)
+{
+ a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
+}
+
+
+
+