diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/ArrowEntity.cpp | 76 |
1 files changed, 40 insertions, 36 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 847b39bbc..913519c4c 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -3,6 +3,7 @@ #include "Player.h" #include "ArrowEntity.h" #include "../Chunk.h" +#include "FastRandom.h" @@ -15,6 +16,7 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a m_IsCritical(false), m_Timer(0), m_HitGroundTimer(0), + m_HasTeleported(false), m_bIsCollected(false), m_HitBlockPos(Vector3i(0, 0, 0)) { @@ -23,9 +25,9 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a SetYawFromSpeed(); SetPitchFromSpeed(); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", - m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), - GetYaw(), GetPitch() - ); + m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), + GetYaw(), GetPitch() + ); } @@ -43,6 +45,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : m_bIsCollected(false), m_HitBlockPos(0, 0, 0) { + if (a_Player.IsGameModeCreative()) + { + m_PickupState = psInCreative; + } } @@ -67,25 +73,23 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { - if (a_HitFace == BLOCK_FACE_NONE) { return; } - - super::OnHitSolidBlock(a_HitPos, a_HitFace); - int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; - - switch (a_HitFace) + if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001)) { - case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed - case BLOCK_FACE_YM: - { - break; - } - default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true); + SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later } - - m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); + + Vector3d Hit = a_HitPos; + Vector3d SinkMovement = (GetSpeed() / 1000); + Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside) + + super::OnHitSolidBlock(Hit, a_HitFace); + Vector3i BlockHit = Hit.Floor(); + + int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; + m_HitBlockPos = Vector3i(X, Y, Z); // Broadcast arrow hit sound - m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); } @@ -94,12 +98,6 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { - if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) - { - // Not an entity that interacts with an arrow - return; - } - int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { @@ -108,7 +106,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); // Broadcast successful hit sound - m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); Destroy(); } @@ -119,16 +117,22 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) void cArrowEntity::CollectedBy(cPlayer * a_Dest) { - if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest))) + if (m_IsInGround && !m_bIsCollected && CanPickup(*a_Dest)) { - int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW); - if (NumAdded > 0) // Only play effects if there was space in inventory + // Do not add the arrow to the inventory when the player is in creative: + if (!a_Dest->IsGameModeCreative()) { - m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest); - // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) - m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - m_bIsCollected = true; + int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW); + if (NumAdded == 0) + { + // No space in the inventory + return; + } } + + GetWorld()->BroadcastCollectEntity(*this, *a_Dest); + GetWorld()->BroadcastSoundEffect("random.pop", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + m_bIsCollected = true; } } @@ -162,9 +166,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position - if (!m_HasTeleported) // Sent a teleport already, don't do again + if (!m_HasTeleported) // Sent a teleport already, don't do again { - if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case + if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case { m_World->BroadcastTeleportEntity(*this); m_HasTeleported = true; @@ -185,9 +189,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) return; } - if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? + if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? { - m_IsInGround = false; // Yes, begin simulating physics again + m_IsInGround = false; // Yes, begin simulating physics again } } } |