Pickups now have collection delay when vomited
Implements FS#394.
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@ -24,11 +24,12 @@
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cPickup::cPickup(double a_X, double a_Y, double a_Z, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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cPickup::cPickup(double a_X, double a_Y, double a_Z, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity(etPickup, a_X, a_Y, a_Z, 0.2, 0.2)
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, m_Timer( 0.f )
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, m_Item(a_Item)
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, m_bCollected( false )
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, m_bIsPlayerCreated( IsPlayerCreated )
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{
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m_MaxHealth = 5;
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m_Health = 5;
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@ -126,8 +127,8 @@ bool cPickup::CollectedBy(cPlayer * a_Dest)
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return false; // It's already collected!
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}
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// 800 is to long
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if (m_Timer < 500.f)
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// Two seconds if player created the pickup (vomiting), half a second if anything else
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if (m_Timer < (m_bIsPlayerCreated ? 2000.f : 500.f))
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{
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// LOG("Pickup %d cannot be collected by \"%s\", because it is not old enough.", m_UniqueID, a_Dest->GetName().c_str());
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return false; // Not old enough
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@ -24,7 +24,7 @@ class cPickup :
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public:
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CLASS_PROTODEF(cPickup);
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cPickup(double a_X, double a_Y, double a_Z, const cItem & a_Item, float a_SpeedX = 0.f, float a_SpeedY = 0.f, float a_SpeedZ = 0.f); // tolua_export
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cPickup(double a_MicroPosX, double a_MicroPosY, double a_MicroPosZ, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX = 0.f, float a_SpeedY = 0.f, float a_SpeedZ = 0.f); // tolua_export
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cItem & GetItem(void) {return m_Item; } // tolua_export
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const cItem & GetItem(void) const {return m_Item; }
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@ -41,6 +41,9 @@ public:
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/// Returns true if the pickup has already been collected
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bool IsCollected(void) const { return m_bCollected; } // tolua_export
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/// Returns true if created by player (i.e. vomiting), used for determining picking-up delay time
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bool IsPlayerCreated(void) const { return m_bIsPlayerCreated; } // tolua_export
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private:
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Vector3d m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
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@ -52,6 +55,8 @@ private:
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cItem m_Item;
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bool m_bCollected;
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bool m_bIsPlayerCreated;
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}; // tolua_export
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@ -1183,7 +1183,7 @@ void cPlayer::TossItem(
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double vX = 0, vY = 0, vZ = 0;
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EulerToVector(-GetRotation(), GetPitch(), vZ, vX, vY);
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vY = -vY * 2 + 1.f;
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m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 3, vY * 3, vZ * 3);
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m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
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}
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@ -793,7 +793,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
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double vX = 0, vY = 0, vZ = 0;
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EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
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vY = -vY * 2 + 1.f;
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a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3);
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a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because player created
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}
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@ -1533,7 +1533,7 @@ bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed)
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed, bool IsPlayerCreated)
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{
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MTRand r1;
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a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
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@ -1545,7 +1545,7 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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cPickup * Pickup = new cPickup(
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a_BlockX, a_BlockY, a_BlockZ,
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*itr, SpeedX, SpeedY, SpeedZ
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*itr, IsPlayerCreated, SpeedX, SpeedY, SpeedZ
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);
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Pickup->Initialize(this);
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}
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@ -1555,13 +1555,13 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated)
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{
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for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
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{
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cPickup * Pickup = new cPickup(
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a_BlockX, a_BlockY, a_BlockZ,
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*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
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*itr, IsPlayerCreated, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
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);
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Pickup->Initialize(this);
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}
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@ -347,10 +347,10 @@ public:
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// tolua_begin
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0);
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false);
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/// Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified:
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false);
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/// Spawns a new primed TNT entity at the specified block coords and specified fuse duration. Initial velocity is given based on the relative coefficient provided
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void SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec, double a_InitialVelocityCoeff = 1);
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@ -1123,7 +1123,7 @@ void cWSSAnvil::LoadPickupFromNBT(cEntityList & a_Entities, const cParsedNBT & a
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{
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return;
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}
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std::auto_ptr<cPickup> Pickup(new cPickup(0, 0, 0, Item));
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std::auto_ptr<cPickup> Pickup(new cPickup(0, 0, 0, Item, false)); // Pickup delay doesn't matter, just say false
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if (!LoadEntityBaseFromNBT(*Pickup.get(), a_NBT, a_TagIdx))
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{
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return;
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