EntityEffects.x -> EntityEffect.x, Object-Oriented effects
Changed effect map to take a pointer of the effect as a result.
This commit is contained in:
291
src/Entities/EntityEffect.cpp
Normal file
291
src/Entities/EntityEffect.cpp
Normal file
@@ -0,0 +1,291 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "EntityEffect.h"
|
||||
#include "../Mobs/Monster.h"
|
||||
#include "Player.h"
|
||||
|
||||
|
||||
|
||||
|
||||
cEntityEffect::cEntityEffect():
|
||||
m_Ticks(0),
|
||||
m_Duration(0),
|
||||
m_Intensity(0),
|
||||
m_Creator(NULL),
|
||||
m_DistanceModifier(1)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEntityEffect::cEntityEffect(int a_Duration, short a_Intensity, cPawn *a_Creator, double a_DistanceModifier):
|
||||
m_Ticks(0),
|
||||
m_Duration(a_Duration),
|
||||
m_Intensity(a_Intensity),
|
||||
m_Creator(a_Creator),
|
||||
m_DistanceModifier(a_DistanceModifier)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEntityEffect::~cEntityEffect()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEntityEffect * cEntityEffect::CreateEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, cPawn * a_Creator, double a_DistanceModifier)
|
||||
{
|
||||
switch (a_EffectType)
|
||||
{
|
||||
case cEntityEffect::effNoEffect: return new cEntityEffect (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
|
||||
case cEntityEffect::effAbsorption: return new cEntityEffectAbsorption (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effBlindness: return new cEntityEffectBlindness (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effFireResistance: return new cEntityEffectFireResistance(a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effHaste: return new cEntityEffectHaste (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effHealthBoost: return new cEntityEffectHealthBoost (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effHunger: return new cEntityEffectHunger (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effInstantDamage: return new cEntityEffectInstantDamage (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effInstantHealth: return new cEntityEffectInstantHealth (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effInvisibility: return new cEntityEffectInvisibility (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effJumpBoost: return new cEntityEffectJumpBoost (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effMiningFatigue: return new cEntityEffectMiningFatigue (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effNausea: return new cEntityEffectNausea (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effNightVision: return new cEntityEffectNightVision (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effPoison: return new cEntityEffectPoison (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effRegeneration: return new cEntityEffectRegeneration (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effResistance: return new cEntityEffectResistance (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effSaturation: return new cEntityEffectSaturation (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effSlowness: return new cEntityEffectSlowness (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effSpeed: return new cEntityEffectSpeed (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effStrength: return new cEntityEffectStrength (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effWaterBreathing: return new cEntityEffectWaterBreathing(a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effWeakness: return new cEntityEffectWeakness (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
case cEntityEffect::effWither: return new cEntityEffectWither (a_Duration, a_Intensity, a_Creator, a_DistanceModifier);
|
||||
}
|
||||
|
||||
ASSERT(!"Unhandled entity effect type!");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEntityEffect::OnTick(cPawn & a_Target)
|
||||
{
|
||||
// Reduce the effect's duration
|
||||
++m_Ticks;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEntityEffect::OnActivate(cPawn & a_Target)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEntityEffect::OnDeactivate(cPawn & a_Target)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Instant Health
|
||||
************************************************************************/
|
||||
void cEntityEffectInstantHealth::OnActivate(cPawn & a_Target)
|
||||
{
|
||||
// Base amount = 6, doubles for every increase in intensity
|
||||
int amount = (int)(6 * std::pow(2.0, m_Intensity) * m_DistanceModifier);
|
||||
|
||||
if (a_Target.IsMob())
|
||||
{
|
||||
if (((cMonster &) a_Target).IsUndead())
|
||||
{
|
||||
a_Target.TakeDamage(dtPotionOfHarming, m_Creator, amount, 0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
a_Target.Heal(amount);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Instant Damage
|
||||
************************************************************************/
|
||||
void cEntityEffectInstantDamage::OnActivate(cPawn & a_Target)
|
||||
{
|
||||
// Base amount = 6, doubles for every increase in intensity
|
||||
int amount = (int)(6 * std::pow(2.0, m_Intensity) * m_DistanceModifier);
|
||||
|
||||
if (a_Target.IsMob())
|
||||
{
|
||||
if (((cMonster &) a_Target).IsUndead())
|
||||
{
|
||||
a_Target.Heal(amount);
|
||||
return;
|
||||
}
|
||||
}
|
||||
a_Target.TakeDamage(dtPotionOfHarming, m_Creator, amount, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Regeneration
|
||||
************************************************************************/
|
||||
void cEntityEffectRegeneration::OnTick(cPawn & a_Target)
|
||||
{
|
||||
super::OnTick(a_Target);
|
||||
|
||||
if (a_Target.IsMob())
|
||||
{
|
||||
if (((cMonster &) a_Target).IsUndead())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
|
||||
int frequency = (int) std::floor(50.0 / (double)(m_Intensity + 1));
|
||||
|
||||
if (m_Ticks % frequency != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
a_Target.Heal(1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Hunger
|
||||
************************************************************************/
|
||||
void cEntityEffectHunger::OnTick(cPawn & a_Target)
|
||||
{
|
||||
super::OnTick(a_Target);
|
||||
|
||||
if (a_Target.IsPlayer())
|
||||
{
|
||||
cPlayer & Target = (cPlayer &) a_Target;
|
||||
Target.SetFoodExhaustionLevel(Target.GetFoodExhaustionLevel() + 0.025); // 0.5 per second = 0.025 per tick
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Weakness
|
||||
************************************************************************/
|
||||
void cEntityEffectWeakness::OnTick(cPawn & a_Target)
|
||||
{
|
||||
super::OnTick(a_Target);
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Poison
|
||||
************************************************************************/
|
||||
void cEntityEffectPoison::OnTick(cPawn & a_Target)
|
||||
{
|
||||
super::OnTick(a_Target);
|
||||
|
||||
if (a_Target.IsMob())
|
||||
{
|
||||
cMonster & Target = (cMonster &) a_Target;
|
||||
|
||||
// Doesn't effect undead mobs, spiders
|
||||
if (Target.IsUndead()
|
||||
|| Target.GetMobType() == cMonster::mtSpider
|
||||
|| Target.GetMobType() == cMonster::mtCaveSpider)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Poison frequency = 25 ticks, divided by potion level (Poison II = 12 ticks)
|
||||
int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
|
||||
|
||||
if (m_Ticks % frequency == 0)
|
||||
{
|
||||
// Cannot take poison damage when health is at 1
|
||||
if (a_Target.GetHealth() > 1)
|
||||
{
|
||||
a_Target.TakeDamage(dtPoisoning, m_Creator, 1, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Wither
|
||||
************************************************************************/
|
||||
void cEntityEffectWither::OnTick(cPawn & a_Target)
|
||||
{
|
||||
super::OnTick(a_Target);
|
||||
|
||||
// Poison frequency = 40 ticks, divided by effect level (Wither II = 20 ticks)
|
||||
int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
|
||||
|
||||
if (m_Ticks % frequency == 0)
|
||||
{
|
||||
a_Target.TakeDamage(dtWither, m_Creator, 1, 0);
|
||||
}
|
||||
//TODO: "<Player> withered away>
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/************************************************************************
|
||||
**** Saturation
|
||||
************************************************************************/
|
||||
void cEntityEffectSaturation::OnTick(cPawn & a_Target)
|
||||
{
|
||||
if (a_Target.IsPlayer())
|
||||
{
|
||||
cPlayer & Target = (cPlayer &) a_Target;
|
||||
Target.SetFoodSaturationLevel(Target.GetFoodSaturationLevel() + (1 + m_Intensity)); // Increase saturation 1 per tick, adds 1 for every increase in level
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user