Implemented ghast fireball and firecharge projectiles
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@@ -214,10 +214,12 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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switch (a_Kind)
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{
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case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed);
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case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed);
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case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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// TODO: the rest
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}
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@@ -309,8 +311,9 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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if (EntityCollisionCallback.HasHit())
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{
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// An entity was hit:
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// DEBUG:
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Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff();
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// DEBUG:
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LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)",
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m_UniqueID,
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EntityCollisionCallback.GetHitEntity()->GetUniqueID(),
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@@ -318,7 +321,8 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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HitPos.x, HitPos.y, HitPos.z,
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EntityCollisionCallback.GetMinCoeff()
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);
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OnHitEntity(*(EntityCollisionCallback.GetHitEntity()));
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OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos);
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}
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// TODO: Test the entities in the neighboring chunks, too
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@@ -423,7 +427,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
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{
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@@ -523,3 +527,94 @@ void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_Hi
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cGhastFireballEntity :
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cGhastFireballEntity::cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkGhastFireball, a_Creator, a_X, a_Y, a_Z, 1, 1)
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{
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SetSpeed(a_Speed);
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SetGravity(0);
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}
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void cGhastFireballEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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m_World->DoExplosionAt(1, a_BlockX, a_BlockY, a_BlockZ, true, esGhastFireball, this);
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}
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void cGhastFireballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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Destroy();
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Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
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}
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void cGhastFireballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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Destroy();
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Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFireChargeEntity :
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cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125)
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{
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SetSpeed(a_Speed);
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SetGravity(0);
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}
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void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR)
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{
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1);
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}
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}
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void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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Destroy();
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Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
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}
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void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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Destroy();
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Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z));
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// TODO: Some entities are immune to hits
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a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning
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}
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