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Merge branch 'pickups' of git://github.com/tigerw/MCServer into tigerw-pickups

Conflicts:
	source/BlockID.cpp
	source/Entities/Entity.cpp
This commit is contained in:
madmaxoft 2013-09-15 20:49:08 +02:00
commit 5cde7d8a29
12 changed files with 134 additions and 77 deletions

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@ -778,10 +778,11 @@ public:
g_BlockIsSolid[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = false; g_BlockIsSolid[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = false;
g_BlockIsSolid[E_BLOCK_MELON_STEM] = false; g_BlockIsSolid[E_BLOCK_MELON_STEM] = false;
g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false; g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false;
g_BlockIsSolid[E_BLOCK_PISTON_MOVED_BLOCK] = false; g_BlockIsSolid[E_BLOCK_PISTON] = false;
g_BlockIsSolid[E_BLOCK_POTATOES] = false; g_BlockIsSolid[E_BLOCK_PISTON_EXTENSION] = false;
g_BlockIsSolid[E_BLOCK_PUMPKIN_STEM] = false;
g_BlockIsSolid[E_BLOCK_RAIL] = false; g_BlockIsSolid[E_BLOCK_RAIL] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_ON] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false; g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_ON] = false; g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_ON] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_WIRE] = false; g_BlockIsSolid[E_BLOCK_REDSTONE_WIRE] = false;

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@ -31,7 +31,7 @@ public:
a_BlockType = m_BlockType; a_BlockType = m_BlockType;
// FIXME: Do not use cPiston class for dispenser placement! // FIXME: Do not use cPiston class for dispenser placement!
a_BlockMeta = cPiston::RotationPitchToMetaData(a_Player->GetRotation(), 0); a_BlockMeta = cPiston::RotationPitchToMetaData(a_Player->GetRotation(), a_Player->GetPitch());
return true; return true;
} }
} ; } ;

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@ -354,6 +354,14 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
if (!Pickups.empty()) if (!Pickups.empty())
{ {
// Add random offset to the spawn position:
// Commented out until bug with pickups not spawning properly is fixed, see World.cpp
/*
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
*/
a_World->SpawnItemPickups(Pickups, a_BlockX, a_BlockY, a_BlockZ); a_World->SpawnItemPickups(Pickups, a_BlockX, a_BlockY, a_BlockZ);
} }
} }

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@ -1,4 +1,3 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Entity.h" #include "Entity.h"
@ -13,6 +12,7 @@
#include "../Simulator/FluidSimulator.h" #include "../Simulator/FluidSimulator.h"
#include "../PluginManager.h" #include "../PluginManager.h"
#include "../Tracer.h" #include "../Tracer.h"
#include "Minecart.h"
@ -564,8 +564,43 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
else else
{ {
// Push out entity. // Push out entity.
BLOCKTYPE GotBlock;
static const struct
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
bool IsNoAirSurrounding = true;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
{
// The pickup is too close to an unloaded chunk, bail out of any physics handling
return;
}
if (!g_BlockIsSolid[GotBlock])
{
NextPos.x += gCrossCoords[i].x;
NextPos.z += gCrossCoords[i].z;
IsNoAirSurrounding = false;
break;
}
} // for i - gCrossCoords[]
if (IsNoAirSurrounding)
{
NextPos.y += 0.5;
}
m_bOnGround = true; m_bOnGround = true;
NextPos.y += 0.2;
LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
); );
@ -578,6 +613,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{ {
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water. fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
} }
else if ((IsBlockRail(BlockBelow)) && (IsMinecart())) // Rails aren't solid, except for Minecarts
{
fallspeed = 0;
m_bOnGround = true;
}
else if (BlockIn == E_BLOCK_COBWEB) else if (BlockIn == E_BLOCK_COBWEB)
{ {
NextSpeed.y *= 0.05; // Reduce overall falling speed NextSpeed.y *= 0.05; // Reduce overall falling speed
@ -592,27 +632,40 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
} }
else else
{ {
// TODO: This condition belongs to minecarts, without it, they derails too much. if (IsMinecart())
// But it shouldn't be here for other entities. We need a complete minecart physics overhaul.
if (
(BlockBelow != E_BLOCK_RAIL) &&
(BlockBelow != E_BLOCK_DETECTOR_RAIL) &&
(BlockBelow != E_BLOCK_POWERED_RAIL) &&
(BlockBelow != E_BLOCK_ACTIVATOR_RAIL)
)
{ {
// Friction if (!IsBlockRail(BlockBelow))
if (NextSpeed.SqrLength() > 0.0004f)
{ {
NextSpeed.x *= 0.6666; // Friction if minecart is off track, otherwise, Minecart.cpp handles this
if (fabs(NextSpeed.x) < 0.05) if (NextSpeed.SqrLength() > 0.0004f)
{ {
NextSpeed.x = 0; NextSpeed.x *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.x) < 0.05)
{
NextSpeed.x = 0;
}
NextSpeed.z *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.z) < 0.05)
{
NextSpeed.z = 0;
}
} }
NextSpeed.z *= 0.6666; }
if (fabs(NextSpeed.z) < 0.05) else
{
// Friction
if (NextSpeed.SqrLength() > 0.0004f)
{ {
NextSpeed.z = 0; NextSpeed.x *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.x) < 0.05)
{
NextSpeed.x = 0;
}
NextSpeed.z *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.z) < 0.05)
{
NextSpeed.z = 0;
}
} }
} }
} }
@ -634,19 +687,19 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
switch(WaterDir) switch(WaterDir)
{ {
case X_PLUS: case X_PLUS:
m_WaterSpeed.x = 1.f; m_WaterSpeed.x = 0.2f;
m_bOnGround = false; m_bOnGround = false;
break; break;
case X_MINUS: case X_MINUS:
m_WaterSpeed.x = -1.f; m_WaterSpeed.x = -0.2f;
m_bOnGround = false; m_bOnGround = false;
break; break;
case Z_PLUS: case Z_PLUS:
m_WaterSpeed.z = 1.f; m_WaterSpeed.z = 0.2f;
m_bOnGround = false; m_bOnGround = false;
break; break;
case Z_MINUS: case Z_MINUS:
m_WaterSpeed.z = -1.f; m_WaterSpeed.z = -0.2f;
m_bOnGround = false; m_bOnGround = false;
break; break;
@ -677,7 +730,6 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{ {
if( Ret == 1 ) if( Ret == 1 )
{ {
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f; if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f; if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f; if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
@ -688,11 +740,14 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
} }
} }
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
NextPos.x += Tracer.HitNormal.x * 0.5f; NextPos.x += Tracer.HitNormal.x * 0.3f;
NextPos.z += Tracer.HitNormal.z * 0.5f; NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
NextPos.z += Tracer.HitNormal.z * 0.3f;
} }
else else
{
NextPos += (NextSpeed * a_Dt); NextPos += (NextSpeed * a_Dt);
}
} }
else else
{ {

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@ -54,20 +54,24 @@ void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
if ((GetPosY() > 0) && (GetPosY() < cChunkDef::Height)) if ((GetPosY() > 0) && (GetPosY() < cChunkDef::Height))
{ {
BLOCKTYPE BelowType = GetWorld()->GetBlock(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ())); BLOCKTYPE BelowType = GetWorld()->GetBlock(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()));
BLOCKTYPE InsideType = GetWorld()->GetBlock(floor(GetPosX()), floor(GetPosY()), floor(GetPosZ()));
if ( if (IsBlockRail(BelowType))
(BelowType == E_BLOCK_RAIL) ||
(BelowType == E_BLOCK_POWERED_RAIL) ||
(BelowType == E_BLOCK_DETECTOR_RAIL) ||
(BelowType == E_BLOCK_ACTIVATOR_RAIL)
)
{ {
HandleRailPhysics(a_Dt, a_Chunk); HandleRailPhysics(a_Dt, a_Chunk);
} }
else else
{ {
super::HandlePhysics(a_Dt, a_Chunk); if (IsBlockRail(InsideType))
BroadcastMovementUpdate(); {
SetPosY(ceil(GetPosY()));
HandleRailPhysics(a_Dt, a_Chunk);
}
else
{
super::HandlePhysics(a_Dt, a_Chunk);
BroadcastMovementUpdate();
}
} }
} }
else else
@ -105,9 +109,6 @@ void cMinecart::HandleRailPhysics(float a_Dt, cChunk & a_Chunk)
SpeedY = 0; // Don't move vertically as on ground SpeedY = 0; // Don't move vertically as on ground
SpeedX = 0; // Correct diagonal movement from curved rails SpeedX = 0; // Correct diagonal movement from curved rails
// Set Y as current Y rounded up to bypass friction
SetPosY(floor(GetPosY()));
if (SpeedZ != 0) // Don't do anything if cart is stationary if (SpeedZ != 0) // Don't do anything if cart is stationary
{ {
if (SpeedZ > 0) if (SpeedZ > 0)
@ -130,8 +131,6 @@ void cMinecart::HandleRailPhysics(float a_Dt, cChunk & a_Chunk)
SpeedY = 0; SpeedY = 0;
SpeedZ = 0; SpeedZ = 0;
SetPosY(floor(GetPosY()));
if (SpeedX != 0) if (SpeedX != 0)
{ {
if (SpeedX > 0) if (SpeedX > 0)
@ -347,7 +346,7 @@ void cMinecart::DoTakeDamage(TakeDamageInfo & TDI)
{ {
super::DoTakeDamage(TDI); super::DoTakeDamage(TDI);
if (GetHealth() == 0) if (GetHealth() <= 0)
{ {
Destroy(true); Destroy(true);
} }

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@ -16,6 +16,20 @@
inline bool IsBlockRail(BLOCKTYPE a_BlockType)
{
return (
(a_BlockType == E_BLOCK_RAIL) ||
(a_BlockType == E_BLOCK_ACTIVATOR_RAIL) ||
(a_BlockType == E_BLOCK_DETECTOR_RAIL) ||
(a_BlockType == E_BLOCK_POWERED_RAIL)
) ;
}
class cMinecart : class cMinecart :
public cEntity public cEntity
{ {

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@ -25,7 +25,7 @@
cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */) cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32, 0.2, 0.2) : cEntity(etPickup, (((double)(a_MicroPosX)) / 32) + 0.1 /*Accomodate player vomiting*/, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32, 0.2, 0.2)
, m_Timer( 0.f ) , m_Timer( 0.f )
, m_Item(a_Item) , m_Item(a_Item)
, m_bCollected( false ) , m_bCollected( false )
@ -33,7 +33,6 @@ cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem
m_MaxHealth = 5; m_MaxHealth = 5;
m_Health = 5; m_Health = 5;
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
m_Gravity = -3.0;
} }

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@ -1184,7 +1184,7 @@ void cPlayer::TossItem(
double vX = 0, vY = 0, vZ = 0; double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetRotation(), GetPitch(), vZ, vX, vY); EulerToVector(-GetRotation(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f; vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 2, vY * 2, vZ * 2); m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 3, vY * 3, vZ * 3);
} }

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@ -38,7 +38,6 @@ public:
a_Player->UseEquippedItem(); a_Player->UseEquippedItem();
return true; return true;
} }
// TODO: cobweb, vines
return false; return false;
} }

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@ -258,7 +258,7 @@ void cSandSimulator::FinishFalling(
// Create a pickup instead: // Create a pickup instead:
cItems Pickups; cItems Pickups;
Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta); Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta);
a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5, 0); a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5);
} }

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@ -793,7 +793,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
double vX = 0, vY = 0, vZ = 0; double vX = 0, vY = 0, vZ = 0;
EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY); EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f; vY = -vY * 2 + 1.f;
a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2); 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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@ -1514,22 +1514,13 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{ {
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000)); float SpeedY = 1;
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
// Add random offset to the spawn position:
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338), // Pickup doesn't spawn on client without a mid block position. Perhaps the doubles are causing issues?
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics int MicroX = (int)(floor(a_BlockX) * 32) + 16;
SpeedX = SpeedY = SpeedZ = 0; int MicroY = (int)(floor(a_BlockY) * 32) + 16;
int MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup( cPickup * Pickup = new cPickup(
MicroX, MicroY, MicroZ, MicroX, MicroY, MicroZ,
@ -1545,23 +1536,14 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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) 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)
{ {
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
a_SpeedX = a_SpeedY = a_SpeedZ = 0;
MTRand r1; MTRand r1;
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{ {
// Add random offset to the spawn position: // Pickup doesn't spawn on client without a mid block position. Perhaps the doubles are causing issues?
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16); int MicroX = (int)(floor(a_BlockX) * 32) + 16;
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16); int MicroY = (int)(floor(a_BlockY) * 32) + 16;
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16); int MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup( cPickup * Pickup = new cPickup(
MicroX, MicroY, MicroZ, MicroX, MicroY, MicroZ,
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ *itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ