Merged branch 'howaner/Bow'.
Removed the pickup collection broadcast due to bad code.master
commit
e60b73ce69
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@ -3,6 +3,7 @@
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#include "Player.h"
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#include "ArrowEntity.h"
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#include "../Chunk.h"
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#include "FastRandom.h"
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@ -24,9 +25,9 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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SetYawFromSpeed();
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SetPitchFromSpeed();
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LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}",
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m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(),
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GetYaw(), GetPitch()
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);
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m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(),
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GetYaw(), GetPitch()
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);
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}
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@ -44,6 +45,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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m_bIsCollected(false),
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m_HitBlockPos(0, 0, 0)
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{
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if (a_Player.IsGameModeCreative())
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{
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m_PickupState = psInCreative;
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}
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}
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@ -109,7 +114,14 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
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// Broadcast successful hit sound
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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));
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m_World->BroadcastSoundEffect(
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"random.successful_hit",
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(int)std::floor(GetPosX() * 8.0),
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(int)std::floor(GetPosY() * 8.0),
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(int)std::floor(GetPosZ() * 8.0),
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0.5f,
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0.75f + ((float)((GetUniqueID() * 23) % 32)) / 64.0f
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);
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Destroy();
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}
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@ -120,16 +132,33 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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void cArrowEntity::CollectedBy(cPlayer * a_Dest)
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{
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if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest)))
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if (m_IsInGround && !m_bIsCollected && CanPickup(*a_Dest))
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{
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int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
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if (NumAdded > 0) // Only play effects if there was space in inventory
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// Do not add the arrow to the inventory when the player is in creative:
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if (!a_Dest->IsGameModeCreative())
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{
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m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest);
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_bIsCollected = true;
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int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
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if (NumAdded == 0)
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{
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// No space in the inventory
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return;
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}
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}
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// TODO: BroadcastCollectPickup needs a cPickup, which we don't have
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// m_World->BroadcastCollectPickup(*this, *a_Dest);
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m_bIsCollected = true;
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cFastRandom Random;
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m_World->BroadcastSoundEffect(
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"random.pop",
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(int)std::floor(GetPosX() * 8.0),
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(int)std::floor(GetPosY() * 8),
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(int)std::floor(GetPosZ() * 8),
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0.2F,
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((Random.NextFloat(1.0F) - Random.NextFloat(1.0F)) * 0.7F + 1.0F) * 2.0F
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);
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}
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}
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@ -1,4 +1,4 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Player.h"
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@ -412,6 +412,7 @@ void cPlayer::StartChargingBow(void)
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LOGD("Player \"%s\" started charging their bow", GetName().c_str());
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m_IsChargingBow = true;
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m_BowCharge = 0;
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m_World->BroadcastEntityMetadata(*this, m_ClientHandle);
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}
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@ -424,6 +425,8 @@ int cPlayer::FinishChargingBow(void)
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int res = m_BowCharge;
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m_IsChargingBow = false;
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m_BowCharge = 0;
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m_World->BroadcastEntityMetadata(*this, m_ClientHandle);
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return res;
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}
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@ -436,6 +439,7 @@ void cPlayer::CancelChargingBow(void)
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LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", GetName().c_str(), m_BowCharge);
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m_IsChargingBow = false;
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m_BowCharge = 0;
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m_World->BroadcastEntityMetadata(*this, m_ClientHandle);
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}
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@ -404,7 +404,7 @@ public:
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// cEntity overrides:
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virtual bool IsCrouched (void) const { return m_IsCrouched; }
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virtual bool IsSprinting(void) const { return m_IsSprinting; }
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virtual bool IsRclking (void) const { return IsEating(); }
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virtual bool IsRclking (void) const { return IsEating() || IsChargingBow(); }
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virtual void Detach(void);
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@ -46,20 +46,17 @@ public:
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{
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// Actual shot - produce the arrow with speed based on the ticks that the bow was charged
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ASSERT(a_Player != NULL);
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int BowCharge = a_Player->FinishChargingBow();
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double Force = (double)BowCharge / 20;
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Force = (Force * Force + 2 * Force) / 3; // This formula is used by the 1.6.2 client
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double Force = (double)BowCharge / 20.0;
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Force = (Force * Force + 2.0 * Force) / 3.0; // This formula is used by the 1.6.2 client
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if (Force < 0.1)
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{
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// Too little force, ignore the shot
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return;
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}
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if (Force > 1)
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{
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Force = 1;
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}
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Force = std::max(Force, 1.0);
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// Create the arrow entity:
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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if (Arrow == NULL)
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Arrow = NULL;
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return;
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}
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a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
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a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)Force);
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cFastRandom Random;
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a_Player->GetWorld()->BroadcastSoundEffect(
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"random.bow",
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(int)std::floor(a_Player->GetPosX() * 8.0),
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(int)std::floor(a_Player->GetPosY() * 8.0),
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(int)std::floor(a_Player->GetPosZ() * 8.0),
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1.0F,
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1.0F / (Random.NextFloat(1.0F) * 0.4F + 1.2F) + (float)Force * 0.5F
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);
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if (!a_Player->IsGameModeCreative())
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{
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