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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"





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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)
{
}





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)
{
	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;
}





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 "";
}





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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);
}





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::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	
	// DEBUG:
	LOGD("Arrow %d: {%.02f, %.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ());
}





void cArrowEntity::SpawnOn(cClientHandle & a_Client)
{
	a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
}