// 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"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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)
{
}
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)
{
SetSpeed(a_Speed);
}
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);
// TODO: the rest
}
LOGWARNING("%s: Unknown kind: %d", __FUNCTION__, a_Kind);
return NULL;
}
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 "";
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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)
{
SetSpeed(a_Speed);
SetMass(0.1);
}
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::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
}