From 347162a82f2cba75c4eb7739d4405ea78de4f0b5 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 12 Nov 2013 21:43:20 +0000 Subject: Bundled fixes [SEE DESC] * BoundingBox now returns FACE_NONE + Arrows can be picked up * Arrows dug up resume physics simulations * Added sound effects for bows, lava to stone, and arrows * Fixed SoundParticleEffect on <1.7 protocols --- source/Entities/ProjectileEntity.cpp | 107 ++++++++++++++++++++++++++++++++++- source/Entities/ProjectileEntity.h | 16 +++++- 2 files changed, 119 insertions(+), 4 deletions(-) (limited to 'source/Entities') diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp index 08f46b3d9..c63b9523b 100644 --- a/source/Entities/ProjectileEntity.cpp +++ b/source/Entities/ProjectileEntity.cpp @@ -371,6 +371,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client) +void cProjectileEntity::CollectedBy(cPlayer * a_Dest) +{ + // Overriden in arrow + UNUSED(a_Dest); +} + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cArrowEntity: @@ -378,7 +388,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2), - m_IsCritical(false) + m_IsCritical(false), + m_Timer(0), + m_bIsCollected(false), + m_HitBlockPos(Vector3i(0, 0, 0)) { SetSpeed(a_Speed); SetMass(0.1); @@ -398,7 +411,10 @@ 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_IsCritical((a_Force >= 1)), + m_Timer(0), + m_bIsCollected(false), + m_HitBlockPos(0, 0, 0) { } @@ -424,7 +440,28 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char 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; + + if (a_HitFace != BLOCK_FACE_YP) + { + AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); + } + else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM + { + a_Y--; + } + else + { + a_Y++; + } + + 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, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); @@ -442,7 +479,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { - if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer()) + if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) { // Not an entity that interacts with an arrow return; @@ -455,6 +492,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) } 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(); } @@ -462,6 +502,67 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) +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) + { + 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 + } + } +} + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cThrownEggEntity: diff --git a/source/Entities/ProjectileEntity.h b/source/Entities/ProjectileEntity.h index 547aa174e..359b0241b 100644 --- a/source/Entities/ProjectileEntity.h +++ b/source/Entities/ProjectileEntity.h @@ -53,6 +53,9 @@ public: /// Called by the physics blocktracer when the entity hits another entity virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {} + /// Called by Chunk when the projectile is eligible for player collection + virtual void CollectedBy(cPlayer * a_Dest); + // tolua_begin /// Returns the kind of the projectile (fast class identification) @@ -80,7 +83,7 @@ protected: /// True if the projectile has hit the ground and is stuck there bool m_IsInGround; - + // cEntity overrides: virtual void Tick(float a_Dt, cChunk & a_Chunk) override; virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override; @@ -153,9 +156,20 @@ protected: /// If true, the arrow deals more damage bool m_IsCritical; + /// Timer for pickup collection animation or five minute timeout + float m_Timer; + + /// If true, the arrow is in the process of being collected - don't go to anyone else + bool m_bIsCollected; + + /// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air + Vector3i m_HitBlockPos; + // cProjectileEntity overrides: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override; + virtual void CollectedBy(cPlayer * a_Player) override; + virtual void Tick(float a_Dt, cChunk & a_Chunk) override; // tolua_begin } ; -- cgit v1.2.3