#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SplashPotionEntity.h"
#include "Pawn.h"
#include "../ClientHandle.h"
#include "../EffectID.h"
/** Converts an angle in radians into a byte representation used by the network protocol */
#define ANGLE_TO_PROTO(X) static_cast<Byte>(X * 255 / 360)
////////////////////////////////////////////////////////////////////////////////
// cSplashPotionEntityCallback:
/** Used to distribute the splashed potion effect among nearby entities */
class cSplashPotionCallback :
public cEntityCallback
{
public:
/** Creates the callback.
@param a_HitPos The position where the splash potion has splashed
@param a_EntityEffectType The effect type of the potion
@param a_EntityEffect The effect description */
cSplashPotionCallback(Vector3d a_HitPos, cEntityEffect::eType a_EntityEffectType, const cEntityEffect & a_EntityEffect) :
m_HitPos(a_HitPos),
m_EntityEffectType(a_EntityEffectType),
m_EntityEffect(a_EntityEffect)
{
}
/** Called by cWorld::ForEachEntity(), adds the stored entity effect to the entity, if it is close enough. */
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->IsPawn())
{
// Not an entity that can take effects
return false;
}
double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
if (SplashDistance >= 20)
{
// Too far away
return false;
}
// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
// TODO: better equation
double Reduction = -0.25 * SplashDistance + 1.0;
Reduction = std::max(Reduction, 0.0);
static_cast<cPawn *>(a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
return false;
}
private:
Vector3d m_HitPos;
cEntityEffect::eType m_EntityEffectType;
const cEntityEffect & m_EntityEffect;
};
////////////////////////////////////////////////////////////////////////////////
// cSplashPotionEntity:
cSplashPotionEntity::cSplashPotionEntity(
cEntity * a_Creator,
double a_X, double a_Y, double a_Z,
const Vector3d & a_Speed,
const cItem & a_Item
) :
super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
m_Item(a_Item),
m_DestroyTimer(-1)
{
SetSpeed(a_Speed);
m_EntityEffectType = cEntityEffect::GetPotionEffectType(a_Item.m_ItemDamage);
m_EntityEffect = cEntityEffect(
cEntityEffect::GetPotionEffectDuration(a_Item.m_ItemDamage),
cEntityEffect::GetPotionEffectIntensity(a_Item.m_ItemDamage)
);
m_PotionColor = cEntityEffect::GetPotionColor(a_Item.m_ItemDamage);
}
void cSplashPotionEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
{
Splash(a_HitPos);
m_DestroyTimer = 2;
}
void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
{
a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
Splash(a_HitPos);
m_DestroyTimer = 5;
}
void cSplashPotionEntity::Splash(Vector3d a_HitPos)
{
cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
m_World->ForEachEntity(Callback);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SPLASH_POTION,
FloorC(a_HitPos.x),
FloorC(a_HitPos.y),
FloorC(a_HitPos.z),
m_PotionColor
);
}
void cSplashPotionEntity::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnObject(*this, 73, m_PotionColor, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch()));
a_Client.SendEntityMetadata(*this);
}