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//
//  ProjectileArrow.h
//

#pragma once

#include "ProjectileEntity.h"





// tolua_begin

class cArrowEntity :
public cProjectileEntity
{
	typedef cProjectileEntity super;
	
public:
	/// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field
	enum ePickupState
	{
		psNoPickup             = 0,
		psInSurvivalOrCreative = 1,
		psInCreative           = 2,
	} ;
	
	// tolua_end
	
	CLASS_PROTODEF(cArrowEntity);
	
	/// Creates a new arrow with psNoPickup state and default damage modifier coeff
	cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
	
	/// Creates a new arrow as shot by a player, initializes it from the player object
	cArrowEntity(cPlayer & a_Player, double a_Force);
	
	// tolua_begin
	
	/// Returns whether the arrow can be picked up by players
	ePickupState GetPickupState(void) const { return m_PickupState; }
	
	/// Sets a new pickup state
	void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
	
	/// Returns the damage modifier coeff.
	double GetDamageCoeff(void) const { return m_DamageCoeff; }
	
	/// Sets the damage modifier coeff
	void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
	
	/// Returns true if the specified player can pick the arrow up
	bool CanPickup(const cPlayer & a_Player) const;
	
	/// Returns true if the arrow is set as critical
	bool IsCritical(void) const { return m_IsCritical; }
	
	/// Sets the IsCritical flag
	void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
	
	// tolua_end
	
protected:
	
	/// Determines when the arrow can be picked up by players
	ePickupState m_PickupState;
	
	/// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow
	double m_DamageCoeff;
	
	/// If true, the arrow deals more damage
	bool m_IsCritical;
	
	/// Timer for pickup collection animation or five minute timeout
	float m_Timer;
	
	/// Timer for client arrow position confirmation via TeleportEntity
	float m_HitGroundTimer;
	
	// Whether the arrow has already been teleported into the proper position in the ground.
	bool m_HasTeleported;
	
	/// If true, the arrow is in the process of being collected - don't go to anyone else
	bool m_bIsCollected;
	
	/// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air
	Vector3i m_HitBlockPos;
	
	// cProjectileEntity overrides:
	virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
	virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
	virtual void CollectedBy(cPlayer * a_Player) override;
	virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
	
};