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#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"
int cEntityEffect::GetPotionColor(short a_ItemDamage)
{
// Lowest six bits
return (a_ItemDamage & 0x3f);
}
cEntityEffect::eType cEntityEffect::GetPotionEffectType(short a_ItemDamage)
{
// Lowest four bits
// Potion effect bits are different from entity effect values
// For reference: http://minecraft.gamepedia.com/Data_values#.22Potion_effect.22_bits
switch (a_ItemDamage & 0x0f)
{
case 0x01: return cEntityEffect::effRegeneration;
case 0x02: return cEntityEffect::effSpeed;
case 0x03: return cEntityEffect::effFireResistance;
case 0x04: return cEntityEffect::effPoison;
case 0x05: return cEntityEffect::effInstantHealth;
case 0x06: return cEntityEffect::effNightVision;
case 0x08: return cEntityEffect::effWeakness;
case 0x09: return cEntityEffect::effStrength;
case 0x0a: return cEntityEffect::effSlowness;
case 0x0c: return cEntityEffect::effInstantDamage;
case 0x0d: return cEntityEffect::effWaterBreathing;
case 0x0e: return cEntityEffect::effInvisibility;
// No effect potions
case 0x00:
case 0x07:
case 0x0b: // Will be potion of leaping in 1.8
case 0x0f:
{
break;
}
}
return cEntityEffect::effNoEffect;
}
short cEntityEffect::GetPotionEffectIntensity(short a_ItemDamage)
{
// Level II potion if the fifth lowest bit is set
return ((a_ItemDamage & 0x20) != 0) ? 1 : 0;
}
int cEntityEffect::GetPotionEffectDuration(short a_ItemDamage)
{
// Base duration in ticks
int base = 0;
double TierCoeff = 1, ExtCoeff = 1, SplashCoeff = 1;
switch (GetPotionEffectType(a_ItemDamage))
{
case cEntityEffect::effRegeneration:
case cEntityEffect::effPoison:
{
base = 900;
break;
}
case cEntityEffect::effSpeed:
case cEntityEffect::effFireResistance:
case cEntityEffect::effNightVision:
case cEntityEffect::effStrength:
case cEntityEffect::effWaterBreathing:
case cEntityEffect::effInvisibility:
{
base = 3600;
break;
}
case cEntityEffect::effWeakness:
case cEntityEffect::effSlowness:
{
base = 1800;
break;
}
}
// If potion is level II, half the duration. If not, stays the same
TierCoeff = (GetPotionEffectIntensity(a_ItemDamage) > 0) ? 0.5 : 1;
// If potion is extended, multiply duration by 8/3. If not, stays the same
// Extended potion if sixth lowest bit is set
ExtCoeff = (a_ItemDamage & 0x40) ? (8.0 / 3.0) : 1;
// If potion is splash potion, multiply duration by 3/4. If not, stays the same
SplashCoeff = IsPotionDrinkable(a_ItemDamage) ? 1 : 0.75;
// Ref.:
// http://minecraft.gamepedia.com/Data_values#.22Tier.22_bit
// http://minecraft.gamepedia.com/Data_values#.22Extended_duration.22_bit
// http://minecraft.gamepedia.com/Data_values#.22Splash_potion.22_bit
return (int)(base * TierCoeff * ExtCoeff * SplashCoeff);
}
bool cEntityEffect::IsPotionDrinkable(short a_ItemDamage)
{
// Drinkable potion if 13th lowest bit is set
// Ref.: http://minecraft.gamepedia.com/Potions#Data_value_table
return ((a_ItemDamage & 0x2000) != 0);
}
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!");
return NULL;
}
void cEntityEffect::OnTick(cPawn & a_Target)
{
// Reduce the effect's duration
++m_Ticks;
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectInstantHealth:
void cEntityEffectInstantHealth::OnActivate(cPawn & a_Target)
{
// Base amount = 6, doubles for every increase in intensity
int amount = (int)(6 * (1 << m_Intensity) * m_DistanceModifier);
if (a_Target.IsMob() && ((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);
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectInstantDamage:
void cEntityEffectInstantDamage::OnActivate(cPawn & a_Target)
{
// Base amount = 6, doubles for every increase in intensity
int amount = (int)(6 * (1 << m_Intensity) * m_DistanceModifier);
if (a_Target.IsMob() && ((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
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectRegeneration:
void cEntityEffectRegeneration::OnTick(cPawn & a_Target)
{
super::OnTick(a_Target);
if (a_Target.IsMob() && ((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);
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectHunger:
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
}
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectWeakness:
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
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectPoison:
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);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectWither:
void cEntityEffectWither::OnTick(cPawn & a_Target)
{
super::OnTick(a_Target);
// Damage 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);
}
}
////////////////////////////////////////////////////////////////////////////////
// cEntityEffectSaturation:
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
}
}
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