// // ArrowEntity.h // #pragma once #include "ProjectileEntity.h" // tolua_begin class cArrowEntity : public cProjectileEntity { typedef cProjectileEntity super; public: /// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field enum ePickupState { psNoPickup = 0, psInSurvivalOrCreative = 1, psInCreative = 2, } ; // tolua_end CLASS_PROTODEF(cArrowEntity) /// Creates a new arrow with psNoPickup state and default damage modifier coeff cArrowEntity(CreateEntityInfo Info, cEntity * a_Creator); /// Creates a new arrow as shot by a player, initializes it from the player object cArrowEntity(cPlayer & a_Player, double a_Force); // tolua_begin /// Returns whether the arrow can be picked up by players ePickupState GetPickupState(void) const { return m_PickupState; } /// Sets a new pickup state void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; } /// Returns the damage modifier coeff. double GetDamageCoeff(void) const { return m_DamageCoeff; } /// Sets the damage modifier coeff void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; } /// Returns true if the specified player can pick the arrow up bool CanPickup(const cPlayer & a_Player) const; /// Returns true if the arrow is set as critical bool IsCritical(void) const { return m_IsCritical; } /// Sets the IsCritical flag void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; } /** Gets the block arrow is in */ Vector3i GetBlockHit(void) const { return m_HitBlockPos; } // tolua_end /** Sets the block arrow is in. To be used by the MCA loader only! */ void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; } protected: /// Determines when the arrow can be picked up by players ePickupState m_PickupState; /// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow double m_DamageCoeff; /// If true, the arrow deals more damage bool m_IsCritical; /// Timer for pickup collection animation or five minute timeout float m_Timer; /// Timer for client arrow position confirmation via TeleportEntity float m_HitGroundTimer; // Whether the arrow has already been teleported into the proper position in the ground. bool m_HasTeleported; /// If true, the arrow is in the process of being collected - don't go to anyone else bool m_bIsCollected; /// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air Vector3i m_HitBlockPos; // cProjectileEntity overrides: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override; virtual void CollectedBy(cPlayer * a_Player) override; virtual void Tick(float a_Dt, cChunk & a_Chunk) override; }; // tolua_export