1
0

Revert "Replace ItemCallbacks with lambdas (#3948)"

This reverts commit 496c337cdf.
This commit is contained in:
LogicParrot
2017-09-02 10:45:06 +03:00
committed by Alexander Harkness
parent 700bbdabf5
commit 49c443896d
67 changed files with 1832 additions and 874 deletions

View File

@@ -16,6 +16,60 @@
////////////////////////////////////////////////////////////////////////////////
// cSplashPotionEntityCallback:
/** Used to distribute the splashed potion effect among nearby entities */
class cSplashPotionCallback :
public cEntityCallback
{
public:
/** Creates the callback.
@param a_HitPos The position where the splash potion has splashed
@param a_EntityEffectType The effect type of the potion
@param a_EntityEffect The effect description */
cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType a_EntityEffectType, const cEntityEffect & a_EntityEffect) :
m_HitPos(a_HitPos),
m_EntityEffectType(a_EntityEffectType),
m_EntityEffect(a_EntityEffect)
{
}
/** Called by cWorld::ForEachEntity(), adds the stored entity effect to the entity, if it is close enough. */
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->IsPawn())
{
// Not an entity that can take effects
return false;
}
double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
if (SplashDistance >= 20)
{
// Too far away
return false;
}
// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
// TODO: better equation
double Reduction = -0.25 * SplashDistance + 1.0;
Reduction = std::max(Reduction, 0.0);
static_cast<cPawn *>(a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
return false;
}
private:
const Vector3d & m_HitPos;
cEntityEffect::eType m_EntityEffectType;
const cEntityEffect & m_EntityEffect;
};
////////////////////////////////////////////////////////////////////////////////
// cSplashPotionEntity:
@@ -65,30 +119,8 @@ void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_
void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
{
m_World->ForEachEntity([=](cEntity & a_Entity)
{
if (!a_Entity.IsPawn())
{
// Not an entity that can take effects
return false;
}
double SplashDistance = (a_Entity.GetPosition() - a_HitPos).Length();
if (SplashDistance >= 20)
{
// Too far away
return false;
}
// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
// TODO: better equation
double Reduction = -0.25 * SplashDistance + 1.0;
Reduction = std::max(Reduction, 0.0);
static_cast<cPawn &>(a_Entity).AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
return false;
}
);
cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
m_World->ForEachEntity(Callback);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SPLASH_POTION,