summaryrefslogtreecommitdiffstats
path: root/src/Entities/EntityEffect.cpp
blob: 852099b798ad99e7e2bc30b422b920aeac14d0e6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
#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(const cEntityEffect & a_OtherEffect):
	m_Ticks(a_OtherEffect.m_Ticks),
	m_Duration(a_OtherEffect.m_Duration),
	m_Intensity(a_OtherEffect.m_Intensity),
	m_DistanceModifier(a_OtherEffect.m_DistanceModifier)
{
	
}





cEntityEffect & cEntityEffect::operator=(cEntityEffect a_OtherEffect)
{
	std::swap(m_Ticks, a_OtherEffect.m_Ticks);
	std::swap(m_Duration, a_OtherEffect.m_Duration);
	std::swap(m_Intensity, a_OtherEffect.m_Intensity);
	std::swap(m_DistanceModifier, a_OtherEffect.m_DistanceModifier);
	return *this;
}





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;
}





/////////////////////////////////////////////////////////////////////////
// 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
	}
}