#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Pawn.h"
#include "../World.h"
cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height)
: cEntity(a_EntityType, 0, 0, 0, a_Width, a_Height)
, m_EntityEffects(tEffectMap())
{
}
void cPawn::Tick(float a_Dt, cChunk & a_Chunk)
{
// Iterate through this entity's applied effects
for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();)
{
// Copies values to prevent pesky wrong accesses and erasures
cEntityEffect::eType effect_type = iter->first;
cEntityEffect &effect_values = iter->second;
// Apply entity effect
HandleEntityEffects(effect_type, effect_values);
// Reduce the effect's duration
effect_values.m_Ticks--;
// Iterates (must be called before any possible erasure)
++iter;
// Remove effect if duration has elapsed
if (effect_values.m_Ticks <= 0)
{
RemoveEntityEffect(effect_type);
}
// TODO: Check for discrepancies between client and server effect values
}
super::Tick(a_Dt, a_Chunk);
}
void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
{
m_EntityEffects[a_EffectType] = a_Effect;
m_World->BroadcastEntityEffect(*this, a_EffectType, a_Effect.GetIntensity(), a_Effect.m_Ticks);
}
void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
{
m_EntityEffects.erase(a_EffectType);
m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
}
void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
{
switch (a_EffectType)
{
// Default effect behaviors
case cEntityEffect::efInstantHealth:
{
// Base heal = 6, doubles for every increase in intensity
Heal(6 * std::pow(2, a_Effect.GetIntensity()));
// TODO: Harms undead
return;
}
case cEntityEffect::efInstantDamage:
{
// Base damage = 6, doubles for every increase in intensity
int damage = 6 * std::pow(2, a_Effect.GetIntensity());
TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage, 0);
// TODO: Heals undead
return;
}
case cEntityEffect::efStrength:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efWeakness:
{
// 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
return;
}
case cEntityEffect::efRegeneration:
{
// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
static short counter = 0;
if (++counter >= frequency)
{
Heal(1);
counter = 0;
}
// TODO: Doesn't effect undead
return;
}
case cEntityEffect::efPoison:
{
// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
static short counter = 0;
if (++counter >= frequency)
{
// Cannot take poison damage when health is at 1
if (GetHealth() > 1)
{
TakeDamage(dtPoisoning, a_Effect.GetUser(), 1, 0);
}
counter = 0;
}
// TODO: Doesn't effect undead or spiders
return;
}
case cEntityEffect::efFireResistance:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSpeed:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSlowness:
{
// TODO: Implement me!
return;
}
}
}