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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /src/Entities/ProjectileEntity.cpp | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'src/Entities/ProjectileEntity.cpp')
-rw-r--r-- | src/Entities/ProjectileEntity.cpp | 743 |
1 files changed, 743 insertions, 0 deletions
diff --git a/src/Entities/ProjectileEntity.cpp b/src/Entities/ProjectileEntity.cpp new file mode 100644 index 000000000..c63b9523b --- /dev/null +++ b/src/Entities/ProjectileEntity.cpp @@ -0,0 +1,743 @@ + +// ProjectileEntity.cpp + +// Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types + +#include "Globals.h" +#include "ProjectileEntity.h" +#include "../ClientHandle.h" +#include "Player.h" +#include "../LineBlockTracer.h" +#include "../BoundingBox.h" +#include "../ChunkMap.h" +#include "../Chunk.h" + + + + + +/// Converts an angle in radians into a byte representation used by the network protocol +#define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360) + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cProjectileTracerCallback: + +class cProjectileTracerCallback : + public cBlockTracer::cCallbacks +{ +public: + cProjectileTracerCallback(cProjectileEntity * a_Projectile) : + m_Projectile(a_Projectile), + m_SlowdownCoeff(0.99) // Default slowdown when not in water + { + } + + double GetSlowdownCoeff(void) const { return m_SlowdownCoeff; } + +protected: + cProjectileEntity * m_Projectile; + double m_SlowdownCoeff; + + // cCallbacks overrides: + virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override + { + /* + // DEBUG: + LOGD("Hit block %d:%d at {%d, %d, %d} face %d, %s (%s)", + a_BlockType, a_BlockMeta, + a_BlockX, a_BlockY, a_BlockZ, a_EntryFace, + g_BlockIsSolid[a_BlockType] ? "solid" : "non-solid", + ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str() + ); + */ + + if (g_BlockIsSolid[a_BlockType]) + { + // The projectile hit a solid block + // Calculate the exact hit coords: + cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); + Vector3d Line1 = m_Projectile->GetPosition(); + Vector3d Line2 = Line1 + m_Projectile->GetSpeed(); + double LineCoeff = 0; + char Face; + if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face)) + { + Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff; + m_Projectile->OnHitSolidBlock(Intersection, Face); + return true; + } + else + { + LOGD("WEIRD! block tracer reports a hit, but BBox tracer doesn't. Ignoring the hit."); + } + } + + // Convey some special effects from special blocks: + switch (a_BlockType) + { + case E_BLOCK_LAVA: + case E_BLOCK_STATIONARY_LAVA: + { + m_Projectile->StartBurning(30); + m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.9); // Slow down to 0.9* the speed each tick when moving through lava + break; + } + case E_BLOCK_WATER: + case E_BLOCK_STATIONARY_WATER: + { + m_Projectile->StopBurning(); + m_SlowdownCoeff = std::min(m_SlowdownCoeff, 0.8); // Slow down to 0.8* the speed each tick when moving through water + break; + } + } // switch (a_BlockType) + + // Continue tracing + return false; + } +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cProjectileEntityCollisionCallback: + +class cProjectileEntityCollisionCallback : + public cEntityCallback +{ +public: + cProjectileEntityCollisionCallback(cProjectileEntity * a_Projectile, const Vector3d & a_Pos, const Vector3d & a_NextPos) : + m_Projectile(a_Projectile), + m_Pos(a_Pos), + m_NextPos(a_NextPos), + m_MinCoeff(1), + m_HitEntity(NULL) + { + } + + + virtual bool Item(cEntity * a_Entity) override + { + if ( + (a_Entity == m_Projectile) || // Do not check collisions with self + (a_Entity == m_Projectile->GetCreator()) // Do not check whoever shot the projectile + ) + { + // TODO: Don't check creator only for the first 5 ticks + // so that arrows stuck in ground and dug up can hurt the player + return false; + } + + cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); + + // Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline. + // The results should be good enough for our purposes + double LineCoeff; + char Face; + EntBox.Expand(m_Projectile->GetWidth() / 2, m_Projectile->GetHeight() / 2, m_Projectile->GetWidth() / 2); + if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face)) + { + // No intersection whatsoever + return false; + } + + // TODO: Some entities don't interact with the projectiles (pickups, falling blocks) + // TODO: Allow plugins to interfere about which entities can be hit + + if (LineCoeff < m_MinCoeff) + { + // The entity is closer than anything we've stored so far, replace it as the potential victim + m_MinCoeff = LineCoeff; + m_HitEntity = a_Entity; + } + + // Don't break the enumeration, we want all the entities + return false; + } + + /// Returns the nearest entity that was hit, after the enumeration has been completed + cEntity * GetHitEntity(void) const { return m_HitEntity; } + + /// Returns the line coeff where the hit was encountered, after the enumeration has been completed + double GetMinCoeff(void) const { return m_MinCoeff; } + + /// Returns true if the callback has encountered a true hit + bool HasHit(void) const { return (m_MinCoeff < 1); } + +protected: + cProjectileEntity * m_Projectile; + const Vector3d & m_Pos; + const Vector3d & m_NextPos; + double m_MinCoeff; // The coefficient of the nearest hit on the Pos line + + // Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback + // is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing + cEntity * m_HitEntity; // The nearest hit entity +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cProjectileEntity: + +cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) : + super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height), + m_ProjectileKind(a_Kind), + m_Creator(a_Creator), + m_IsInGround(false) +{ +} + + + + + +cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) : + super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height), + m_ProjectileKind(a_Kind), + m_Creator(a_Creator), + m_IsInGround(false) +{ + SetSpeed(a_Speed); + SetRotationFromSpeed(); + SetPitchFromSpeed(); +} + + + + + +cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed) +{ + Vector3d Speed; + if (a_Speed != NULL) + { + Speed = *a_Speed; + } + + switch (a_Kind) + { + case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed); + case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed); + case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed); + case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed); + case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed); + case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed); + // TODO: the rest + } + + LOGWARNING("%s: Unknown projectile kind: %d", __FUNCTION__, a_Kind); + return NULL; +} + + + + + +void cProjectileEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + // Set the position based on what face was hit: + SetPosition(a_HitPos); + SetSpeed(0, 0, 0); + + // DEBUG: + LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d", + m_UniqueID, + a_HitPos.x, a_HitPos.y, a_HitPos.z, + a_HitFace + ); + + m_IsInGround = true; +} + + + + + +AString cProjectileEntity::GetMCAClassName(void) const +{ + switch (m_ProjectileKind) + { + case pkArrow: return "Arrow"; + case pkSnowball: return "Snowball"; + case pkEgg: return "Egg"; + case pkGhastFireball: return "Fireball"; + case pkFireCharge: return "SmallFireball"; + case pkEnderPearl: return "ThrownEnderPearl"; + case pkExpBottle: return "ThrownExpBottle"; + case pkSplashPotion: return "ThrownPotion"; + case pkWitherSkull: return "WitherSkull"; + case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this? + } + ASSERT(!"Unhandled projectile entity kind!"); + return ""; +} + + + + + +void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) +{ + super::Tick(a_Dt, a_Chunk); + BroadcastMovementUpdate(); +} + + + + + +void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) +{ + if (m_IsInGround) + { + // Already-grounded projectiles don't move at all + return; + } + + Vector3d PerTickSpeed = GetSpeed() / 20; + Vector3d Pos = GetPosition(); + + // Trace the tick's worth of movement as a line: + Vector3d NextPos = Pos + PerTickSpeed; + cProjectileTracerCallback TracerCallback(this); + if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos)) + { + // Something has been hit, abort all other processing + return; + } + // The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff + + // Test for entity collisions: + cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos); + a_Chunk.ForEachEntity(EntityCollisionCallback); + if (EntityCollisionCallback.HasHit()) + { + // An entity was hit: + Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff(); + + // DEBUG: + LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)", + m_UniqueID, + EntityCollisionCallback.GetHitEntity()->GetUniqueID(), + EntityCollisionCallback.GetHitEntity()->GetClass(), + HitPos.x, HitPos.y, HitPos.z, + EntityCollisionCallback.GetMinCoeff() + ); + + OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos); + } + // TODO: Test the entities in the neighboring chunks, too + + // Update the position: + SetPosition(NextPos); + + // Add slowdown and gravity effect to the speed: + Vector3d NewSpeed(GetSpeed()); + NewSpeed.y += m_Gravity / 20; + NewSpeed *= TracerCallback.GetSlowdownCoeff(); + SetSpeed(NewSpeed); + SetRotationFromSpeed(); + SetPitchFromSpeed(); + + // DEBUG: + LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}", + m_UniqueID, + GetPosX(), GetPosY(), GetPosZ(), + GetSpeedX(), GetSpeedY(), GetSpeedZ(), + GetRotation(), GetPitch() + ); +} + + + + + +void cProjectileEntity::SpawnOn(cClientHandle & a_Client) +{ + // Default spawning - use the projectile kind to spawn an object: + a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetRotation()), ANGLE_TO_PROTO(GetPitch())); + a_Client.SendEntityMetadata(*this); +} + + + + + +void cProjectileEntity::CollectedBy(cPlayer * a_Dest) +{ + // Overriden in arrow + UNUSED(a_Dest); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cArrowEntity: + +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_bIsCollected(false), + m_HitBlockPos(Vector3i(0, 0, 0)) +{ + SetSpeed(a_Speed); + SetMass(0.1); + SetRotationFromSpeed(); + SetPitchFromSpeed(); + LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", + m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), + GetRotation(), 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_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, 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)); + + // Broadcast the position and speed packets before teleporting: + BroadcastMovementUpdate(); + + // Teleport the entity to the exact hit coords: + m_World->BroadcastTeleportEntity(*this); +} + + + + + +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) + { + 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: + +cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : + super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) +{ + SetSpeed(a_Speed); +} + + + + + +void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + if (m_World->GetTickRandomNumber(7) == 1) + { + m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); + } + else if (m_World->GetTickRandomNumber(32) == 1) + { + m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); + m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); + m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); + m_World->SpawnMob(a_HitPos.x, a_HitPos.y, a_HitPos.z, cMonster::mtChicken); + } + Destroy(); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cThrownEnderPearlEntity : + +cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : + super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) +{ + SetSpeed(a_Speed); +} + + + + + +void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + // Teleport the creator here, make them take 5 damage: + if (m_Creator != NULL) + { + // TODO: The coords might need some tweaking based on the block face + m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5); + m_Creator->TakeDamage(dtEnderPearl, this, 5, 0); + } + + Destroy(); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cThrownSnowballEntity : + +cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : + super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25) +{ + SetSpeed(a_Speed); +} + + + + + +void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + // TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs + + Destroy(); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cGhastFireballEntity : + +cGhastFireballEntity::cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : + super(pkGhastFireball, a_Creator, a_X, a_Y, a_Z, 1, 1) +{ + SetSpeed(a_Speed); + SetGravity(0); +} + + + + + +void cGhastFireballEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + m_World->DoExplosionAt(1, a_BlockX, a_BlockY, a_BlockZ, true, esGhastFireball, this); +} + + + + + +void cGhastFireballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + Destroy(); + Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); +} + + + + + +void cGhastFireballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) +{ + Destroy(); + Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFireChargeEntity : + +cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : + super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125) +{ + SetSpeed(a_Speed); + SetGravity(0); +} + + + + + +void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) +{ + if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) + { + m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1); + } +} + + + + + +void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) +{ + Destroy(); + Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); +} + + + + + +void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) +{ + Destroy(); + Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); + + // TODO: Some entities are immune to hits + a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning +} + + + + |