Fixes:
- Pickups fall through water now (Server-side they stayed in the water surface) - Suppressed some warnings (int to short etc.) - Water is now passable for cTracer git-svn-id: http://mc-server.googlecode.com/svn/trunk@96 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1,6 +1,7 @@
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#pragma once
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#include "MemoryLeak.h"
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#include "BlockID.h"
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//tolua_begin
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// emissive blocks
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@ -45,6 +46,11 @@ inline bool IsValidItem( int a_ItemID ) //tolua_export
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return IsValidBlock( a_ItemID );
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} //tolua_export
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inline bool IsBlockWater (char a_BlockID)
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{
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return (a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER);
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}
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inline void AddDirection( int & a_X, char & a_Y, int & a_Z, char a_Direction, bool a_bInverse = false ) //tolua_export
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{//tolua_export
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if( !a_bInverse )
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@ -54,6 +54,4 @@ ENUM_ITEM_ID cBlockToPickup::ToPickup( unsigned char a_BlockID, ENUM_ITEM_ID a_U
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default:
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return (ENUM_ITEM_ID)a_BlockID;
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}
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//TODO: Whats that? :D
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return E_ITEM_EMPTY;
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}
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@ -320,9 +320,9 @@ void cInventory::SendSlot( int a_SlotNum )
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{
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cPacket_InventorySlot InventorySlot;
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InventorySlot.m_ItemCount = Item->m_ItemCount;
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InventorySlot.m_ItemID = Item->m_ItemID;
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InventorySlot.m_ItemUses = (char)Item->m_ItemHealth;
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InventorySlot.m_SlotNum = (short)a_SlotNum;
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InventorySlot.m_ItemID = (short) Item->m_ItemID;
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InventorySlot.m_ItemUses = (char) Item->m_ItemHealth;
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InventorySlot.m_SlotNum = (short) a_SlotNum;
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InventorySlot.m_WindowID = 0; // Inventory window ID
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m_Owner->GetClientHandle()->Send( InventorySlot );
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}
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@ -615,7 +615,7 @@ void cMonster::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count)
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{
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if(a_Count > 0)
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{
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cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( a_Item, a_Count ) );
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cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( a_Item, (char) a_Count ) );
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Pickup->Initialize( GetWorld() );
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}
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}
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@ -80,7 +80,8 @@ cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
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m_Speed->z = (float)(a_PickupSpawnPacket->m_Roll) / 8;
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// Spawn it on clients
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cRoot::Get()->GetServer()->Broadcast( *a_PickupSpawnPacket );
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if(a_PickupSpawnPacket->m_Item != E_ITEM_EMPTY)
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cRoot::Get()->GetServer()->Broadcast( *a_PickupSpawnPacket );
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m_EntityType = E_PICKUP;
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}
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@ -98,12 +99,13 @@ void cPickup::SpawnOn( cClientHandle* a_Target )
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PickupSpawn.m_Rotation = (char)(m_Speed->x * 8);
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PickupSpawn.m_Pitch = (char)(m_Speed->y * 8);
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PickupSpawn.m_Roll = (char)(m_Speed->z * 8);
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a_Target->Send( PickupSpawn );
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if(PickupSpawn.m_Item != E_ITEM_EMPTY)
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a_Target->Send( PickupSpawn );
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}
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void cPickup::Tick(float a_Dt)
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{
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m_Timer+=a_Dt;
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m_Timer += a_Dt;
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a_Dt = a_Dt / 1000.f;
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if(m_bCollected)
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{
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@ -152,7 +154,9 @@ void cPickup::HandlePhysics(float a_Dt)
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cWorld* World = GetWorld();
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int BlockX = (m_Pos->x)<0 ? (int)m_Pos->x-1 : (int)m_Pos->x;
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int BlockZ = (m_Pos->z)<0 ? (int)m_Pos->z-1 : (int)m_Pos->z;
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if( World->GetBlock( BlockX, (int)m_Pos->y -1, BlockZ ) == E_BLOCK_AIR )
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char BlockBelow = World->GetBlock( BlockX, (int)m_Pos->y -1, BlockZ );
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//Not only air, falls through water ;)
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if( BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
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{
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m_bOnGround = false;
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}
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@ -162,7 +166,8 @@ void cPickup::HandlePhysics(float a_Dt)
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m_Timer = 0;
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return;
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}
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if( World->GetBlock( BlockX, (int)m_Pos->y, BlockZ ) != E_BLOCK_AIR ) // If in ground itself, push it out
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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m_Pos->y += 0.2;
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@ -325,7 +325,7 @@ void cPlayer::Heal( int a_Health )
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{
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if( m_Health < 20 )
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{
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m_Health = MIN(a_Health + m_Health, 20);
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m_Health = (short) MIN(a_Health + m_Health, 20);
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cPacket_UpdateHealth Health;
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Health.m_Health = m_Health;
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@ -9,6 +9,8 @@
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#include "cMCLogger.h"
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#include "cEntity.h"
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#include "Defines.h"
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#ifndef _WIN32
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#include <stdlib.h> // abs()
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#endif
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@ -209,7 +211,8 @@ int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
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}
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char BlockID = m_World->GetBlock( pos->x, pos->y, pos->z );
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if ( BlockID != E_BLOCK_AIR )
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//No collision with water ;)
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if ( BlockID != E_BLOCK_AIR || IsBlockWater(BlockID))
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{
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*BlockHitPosition = pos;
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int Normal = GetHitNormal(a_Start, End, *pos );
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@ -280,7 +283,7 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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Vector3i SmallBlockPos = a_BlockPos;
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char BlockID = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z );
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if( BlockID == E_BLOCK_AIR )
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if( BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
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return 0;
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Vector3f BlockPos;
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@ -9,14 +9,14 @@ bool cPacket_AddToInventory::Send( cSocket & a_Socket )
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cPacket_ItemData Item;
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TotalSize += Item.GetSize(m_ItemType);
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TotalSize += Item.GetSize((short) m_ItemType);
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char* Message = new char[TotalSize];
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unsigned int i = 0;
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AppendByte ( (char) m_PacketID, Message, i );
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Item.AppendItem(Message, i, m_ItemType, m_Count, this->m_Life);
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Item.AppendItem(Message, i, (short) m_ItemType, m_Count, this->m_Life);
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bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) );
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delete [] Message;
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@ -42,7 +42,7 @@ int cPacket_ItemData::GetSize(short a_ItemID)
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void cPacket_ItemData::AppendItem(char* a_Message, unsigned int &a_Iterator, cItem *a_Item)
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{
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return AppendItem(a_Message, a_Iterator, a_Item->m_ItemID, a_Item->m_ItemCount, a_Item->m_ItemHealth);
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return AppendItem(a_Message, a_Iterator, (short) a_Item->m_ItemID, a_Item->m_ItemCount, a_Item->m_ItemHealth);
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}
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void cPacket_ItemData::AppendItem(char* a_Message, unsigned int &a_Iterator, short a_ItemID, char a_Quantity, short a_Damage)
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@ -44,7 +44,7 @@ bool cPacket_WholeInventory::Send(cSocket & a_Socket)
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for(int i = 0; i < m_Count; i++)
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{
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TotalSize += Item.GetSize(m_Items[i].m_ItemID);
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TotalSize += Item.GetSize((short) m_Items[i].m_ItemID);
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}
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char* Message = new char[TotalSize];
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