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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SplashPotionEntity.h"
#include "Pawn.h"
cSplashPotionEntity::cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName) :
super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
m_EntityEffectType(a_EntityEffectType),
m_EntityEffect(a_EntityEffect),
m_PotionName(a_PotionName)
{
SetSpeed(a_Speed);
}
void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
{
Splash(a_HitPos);
Destroy();
}
void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
Splash(a_HitPos);
Destroy(true);
}
void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
{
cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
m_World->ForEachEntity(Callback);
m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionName);
}
cSplashPotionEntity::cSplashPotionCallback::cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect):
m_HitPos(a_HitPos),
m_EntityEffectType(a_EntityEffectType),
m_EntityEffect(a_EntityEffect)
{
}
bool cSplashPotionEntity::cSplashPotionCallback::Item(cEntity * a_Entity)
{
double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
if (SplashDistance < 20 && a_Entity->IsPawn())
{
// 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;
if (Reduction < 0)
{
Reduction = 0;
}
m_EntityEffect.SetDistanceModifier(Reduction);
((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect);
}
return false;
}
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