Added splash potion functionality
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@@ -1,14 +1,17 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SplashPotionEntity.h"
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#include "../World.h"
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#include "Player.h"
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cSplashPotionEntity::cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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cSplashPotionEntity::cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName) :
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super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect),
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m_PotionName(a_PotionName)
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{
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SetSpeed(a_Speed);
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}
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@@ -19,7 +22,7 @@ super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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// TODO: Apply potion effect to entities nearby
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Splash(a_HitPos);
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Destroy();
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}
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@@ -30,8 +33,51 @@ void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace
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void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
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// TODO: Apply potion effect to entity and others nearby
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Splash(a_HitPos);
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Destroy(true);
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}
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void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
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{
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cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
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m_World->ForEachPlayer(Callback);
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// TODO: Should be for each pawn
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m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionName);
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}
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cSplashPotionEntity::cSplashPotionCallback::cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect):
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m_HitPos(a_HitPos),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect)
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{
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}
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bool cSplashPotionEntity::cSplashPotionCallback::Item(cPlayer * a_Player)
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{
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double distance_splash = (a_Player->GetPosition() - m_HitPos).Length();
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if (distance_splash < 20)
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{
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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double reduction = -0.25 * distance_splash + 1.0;
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if (reduction < 0) reduction = 0;
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m_EntityEffect.SetDistanceModifier(reduction);
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a_Player->AddEntityEffect(m_EntityEffectType, m_EntityEffect);
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}
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return false;
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}
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