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-rw-r--r--src/Entities/EntityEffect.cpp289
1 files changed, 289 insertions, 0 deletions
diff --git a/src/Entities/EntityEffect.cpp b/src/Entities/EntityEffect.cpp
new file mode 100644
index 000000000..e68ded8b0
--- /dev/null
+++ b/src/Entities/EntityEffect.cpp
@@ -0,0 +1,289 @@
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "EntityEffect.h"
+#include "../Mobs/Monster.h"
+#include "Player.h"
+
+
+
+
+cEntityEffect::cEntityEffect():
+ m_Ticks(0),
+ m_Duration(0),
+ m_Intensity(0),
+ m_DistanceModifier(1)
+{
+
+}
+
+
+
+
+
+cEntityEffect::cEntityEffect(int a_Duration, short a_Intensity, double a_DistanceModifier):
+ m_Ticks(0),
+ m_Duration(a_Duration),
+ m_Intensity(a_Intensity),
+ m_DistanceModifier(a_DistanceModifier)
+{
+
+}
+
+
+
+
+
+cEntityEffect::~cEntityEffect()
+{
+
+}
+
+
+
+
+
+cEntityEffect * cEntityEffect::CreateEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, double a_DistanceModifier)
+{
+ switch (a_EffectType)
+ {
+ case cEntityEffect::effNoEffect: return new cEntityEffect (a_Duration, a_Intensity, a_DistanceModifier);
+
+ case cEntityEffect::effAbsorption: return new cEntityEffectAbsorption (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effBlindness: return new cEntityEffectBlindness (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effFireResistance: return new cEntityEffectFireResistance(a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effHaste: return new cEntityEffectHaste (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effHealthBoost: return new cEntityEffectHealthBoost (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effHunger: return new cEntityEffectHunger (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effInstantDamage: return new cEntityEffectInstantDamage (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effInstantHealth: return new cEntityEffectInstantHealth (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effInvisibility: return new cEntityEffectInvisibility (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effJumpBoost: return new cEntityEffectJumpBoost (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effMiningFatigue: return new cEntityEffectMiningFatigue (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effNausea: return new cEntityEffectNausea (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effNightVision: return new cEntityEffectNightVision (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effPoison: return new cEntityEffectPoison (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effRegeneration: return new cEntityEffectRegeneration (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effResistance: return new cEntityEffectResistance (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effSaturation: return new cEntityEffectSaturation (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effSlowness: return new cEntityEffectSlowness (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effSpeed: return new cEntityEffectSpeed (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effStrength: return new cEntityEffectStrength (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effWaterBreathing: return new cEntityEffectWaterBreathing(a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effWeakness: return new cEntityEffectWeakness (a_Duration, a_Intensity, a_DistanceModifier);
+ case cEntityEffect::effWither: return new cEntityEffectWither (a_Duration, a_Intensity, a_DistanceModifier);
+ }
+
+ ASSERT(!"Unhandled entity effect type!");
+}
+
+
+
+
+
+void cEntityEffect::OnTick(cPawn & a_Target)
+{
+ // Reduce the effect's duration
+ ++m_Ticks;
+}
+
+
+
+
+
+void cEntityEffect::OnActivate(cPawn & a_Target)
+{
+}
+
+
+
+
+
+void cEntityEffect::OnDeactivate(cPawn & a_Target)
+{
+}
+
+
+
+
+
+/************************************************************************
+ **** Instant Health
+ ************************************************************************/
+void cEntityEffectInstantHealth::OnActivate(cPawn & a_Target)
+{
+ // Base amount = 6, doubles for every increase in intensity
+ int amount = (int)(6 * std::pow(2.0, m_Intensity) * m_DistanceModifier);
+
+ if (a_Target.IsMob())
+ {
+ if (((cMonster &) a_Target).IsUndead())
+ {
+ a_Target.TakeDamage(dtPotionOfHarming, NULL, amount, 0); // TODO: Store attacker in a pointer-safe way, pass to TakeDamage
+ return;
+ }
+ }
+ a_Target.Heal(amount);
+}
+
+
+
+
+
+/************************************************************************
+ **** Instant Damage
+ ************************************************************************/
+void cEntityEffectInstantDamage::OnActivate(cPawn & a_Target)
+{
+ // Base amount = 6, doubles for every increase in intensity
+ int amount = (int)(6 * std::pow(2.0, m_Intensity) * m_DistanceModifier);
+
+ if (a_Target.IsMob())
+ {
+ if (((cMonster &) a_Target).IsUndead())
+ {
+ a_Target.Heal(amount);
+ return;
+ }
+ }
+ a_Target.TakeDamage(dtPotionOfHarming, NULL, amount, 0); // TODO: Store attacker in a pointer-safe way, pass to TakeDamage
+}
+
+
+
+
+
+/************************************************************************
+ **** Regeneration
+ ************************************************************************/
+void cEntityEffectRegeneration::OnTick(cPawn & a_Target)
+{
+ super::OnTick(a_Target);
+
+ if (a_Target.IsMob())
+ {
+ if (((cMonster &) a_Target).IsUndead())
+ {
+ return;
+ }
+ }
+
+ // Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
+ int frequency = (int) std::floor(50.0 / (double)(m_Intensity + 1));
+
+ if (m_Ticks % frequency != 0)
+ {
+ return;
+ }
+
+ a_Target.Heal(1);
+}
+
+
+
+
+
+/************************************************************************
+ **** Hunger
+ ************************************************************************/
+void cEntityEffectHunger::OnTick(cPawn & a_Target)
+{
+ super::OnTick(a_Target);
+
+ if (a_Target.IsPlayer())
+ {
+ cPlayer & Target = (cPlayer &) a_Target;
+ Target.SetFoodExhaustionLevel(Target.GetFoodExhaustionLevel() + 0.025); // 0.5 per second = 0.025 per tick
+ }
+}
+
+
+
+
+
+/************************************************************************
+ **** Weakness
+ ************************************************************************/
+void cEntityEffectWeakness::OnTick(cPawn & a_Target)
+{
+ super::OnTick(a_Target);
+
+ // Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
+ // double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
+
+ // TODO: Implement me!
+ // TODO: Weakened villager zombies can be turned back to villagers with the god apple
+}
+
+
+
+
+
+/************************************************************************
+ **** Poison
+ ************************************************************************/
+void cEntityEffectPoison::OnTick(cPawn & a_Target)
+{
+ super::OnTick(a_Target);
+
+ if (a_Target.IsMob())
+ {
+ cMonster & Target = (cMonster &) a_Target;
+
+ // Doesn't effect undead mobs, spiders
+ if (Target.IsUndead()
+ || Target.GetMobType() == cMonster::mtSpider
+ || Target.GetMobType() == cMonster::mtCaveSpider)
+ {
+ return;
+ }
+ }
+
+ // Poison frequency = 25 ticks, divided by potion level (Poison II = 12 ticks)
+ int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
+
+ if (m_Ticks % frequency == 0)
+ {
+ // Cannot take poison damage when health is at 1
+ if (a_Target.GetHealth() > 1)
+ {
+ a_Target.TakeDamage(dtPoisoning, NULL, 1, 0);
+ }
+ }
+}
+
+
+
+
+
+/************************************************************************
+ **** Wither
+ ************************************************************************/
+void cEntityEffectWither::OnTick(cPawn & a_Target)
+{
+ super::OnTick(a_Target);
+
+ // Poison frequency = 40 ticks, divided by effect level (Wither II = 20 ticks)
+ int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
+
+ if (m_Ticks % frequency == 0)
+ {
+ a_Target.TakeDamage(dtWither, NULL, 1, 0);
+ }
+ //TODO: "<Player> withered away>
+}
+
+
+
+
+
+/************************************************************************
+ **** Saturation
+ ************************************************************************/
+void cEntityEffectSaturation::OnTick(cPawn & a_Target)
+{
+ if (a_Target.IsPlayer())
+ {
+ cPlayer & Target = (cPlayer &) a_Target;
+ Target.SetFoodSaturationLevel(Target.GetFoodSaturationLevel() + (1 + m_Intensity)); // Increase saturation 1 per tick, adds 1 for every increase in level
+ }
+}