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-rw-r--r--src/Entities/ProjectileArrow.cpp193
1 files changed, 193 insertions, 0 deletions
diff --git a/src/Entities/ProjectileArrow.cpp b/src/Entities/ProjectileArrow.cpp
new file mode 100644
index 000000000..bd4f2abab
--- /dev/null
+++ b/src/Entities/ProjectileArrow.cpp
@@ -0,0 +1,193 @@
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Player.h"
+#include "ProjectileArrow.h"
+#include "../Chunk.h"
+
+
+
+
+
+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),
+m_IsCritical(false),
+m_Timer(0),
+m_HitGroundTimer(0),
+m_bIsCollected(false),
+m_HitBlockPos(Vector3i(0, 0, 0))
+{
+ SetSpeed(a_Speed);
+ SetMass(0.1);
+ SetYawFromSpeed();
+ SetPitchFromSpeed();
+ LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}",
+ m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(),
+ GetYaw(), GetPitch()
+ );
+}
+
+
+
+
+
+cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
+super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
+m_PickupState(psInSurvivalOrCreative),
+m_DamageCoeff(2),
+m_IsCritical((a_Force >= 1)),
+m_Timer(0),
+m_HitGroundTimer(0),
+m_HasTeleported(false),
+m_bIsCollected(false),
+m_HitBlockPos(0, 0, 0)
+{
+}
+
+
+
+
+
+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::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
+{
+ if (a_HitFace == BLOCK_FACE_NONE) { return; }
+
+ super::OnHitSolidBlock(a_HitPos, a_HitFace);
+ int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
+
+ switch (a_HitFace)
+ {
+ case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
+ case BLOCK_FACE_YM:
+ {
+ break;
+ }
+ default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
+ }
+
+ m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
+
+ // Broadcast arrow hit sound
+ m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
+}
+
+
+
+
+
+void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
+{
+ if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
+ {
+ // Not an entity that interacts with an arrow
+ return;
+ }
+
+ int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
+ if (m_IsCritical)
+ {
+ Damage += m_World->GetTickRandomNumber(Damage / 2 + 2);
+ }
+ a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
+
+ // Broadcast successful hit sound
+ m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
+
+ Destroy();
+}
+
+
+
+
+
+void cArrowEntity::CollectedBy(cPlayer * a_Dest)
+{
+ if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest)))
+ {
+ int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
+ if (NumAdded > 0) // Only play effects if there was space in inventory
+ {
+ m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest);
+ // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
+ m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
+ m_bIsCollected = true;
+ }
+ }
+}
+
+
+
+
+
+void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
+{
+ super::Tick(a_Dt, a_Chunk);
+ m_Timer += a_Dt;
+
+ if (m_bIsCollected)
+ {
+ if (m_Timer > 500.f) // 0.5 seconds
+ {
+ Destroy();
+ return;
+ }
+ }
+ else if (m_Timer > 1000 * 60 * 5) // 5 minutes
+ {
+ Destroy();
+ return;
+ }
+
+ if (m_IsInGround)
+ {
+ // When an arrow hits, the client doesn't think its in the ground and keeps on moving, IF BroadcastMovementUpdate() and TeleportEntity was called during flight, AT ALL
+ // Fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised (around 1 sec after landing)
+ // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
+ // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
+
+ if (!m_HasTeleported) // Sent a teleport already, don't do again
+ {
+ if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
+ {
+ m_World->BroadcastTeleportEntity(*this);
+ m_HasTeleported = true;
+ }
+ else
+ {
+ m_HitGroundTimer += a_Dt;
+ }
+ }
+
+ int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
+ int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
+ cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
+
+ if (Chunk == NULL)
+ {
+ // Inside an unloaded chunk, abort
+ return;
+ }
+
+ if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
+ {
+ m_IsInGround = false; // Yes, begin simulating physics again
+ }
+ }
+} \ No newline at end of file