2ca40c819e
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
300 lines
7.7 KiB
C++
300 lines
7.7 KiB
C++
#ifndef _WIN32
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#include <cstdlib>
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#endif
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#include "cPickup.h"
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#include "cClientHandle.h"
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#include "cInventory.h"
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#include "cWorld.h"
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#include "cWaterSimulator.h"
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#include "cServer.h"
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#include "cPlayer.h"
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#include "cPluginManager.h"
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#include "cItem.h"
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#include "cRoot.h"
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#include "cMCLogger.h"
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#include "cTracer.h"
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#include "cChunk.h"
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#include "packets/cPacket_TeleportEntity.h"
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#include "packets/cPacket_PickupSpawn.h"
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#include "packets/cPacket_CollectItem.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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CLASS_DEFINITION( cPickup, cEntity )
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cPickup::~cPickup()
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{
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delete m_Item;
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delete m_Speed;
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delete m_ResultingSpeed;
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delete m_WaterSpeed;
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}
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cPickup::cPickup(int a_X, int a_Y, int 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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: cEntity( ((double)(a_X))/32, ((double)(a_Y))/32, ((double)(a_Z))/32 )
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, m_Speed( new Vector3f( a_SpeedX, a_SpeedY, a_SpeedZ ) )
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, m_ResultingSpeed(new Vector3f())
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, m_WaterSpeed(new Vector3f())
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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, m_Item( new cItem( a_Item ) )
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, m_bCollected( false )
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{
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//LOG("New pickup: ID(%i) Amount(%i) Health(%i)", m_Item.m_ItemID, m_Item.m_ItemCount, m_Item.m_ItemHealth );
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// Spawn it on clients
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cPacket_PickupSpawn PickupSpawn;
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PickupSpawn.m_UniqueID = m_UniqueID;
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PickupSpawn.m_Item = (short)m_Item->m_ItemID;
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PickupSpawn.m_Count = m_Item->m_ItemCount;
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PickupSpawn.m_Health = m_Item->m_ItemHealth;
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PickupSpawn.m_PosX = a_X;
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PickupSpawn.m_PosY = a_Y;
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PickupSpawn.m_PosZ = a_Z;
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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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if(PickupSpawn.m_Item != E_ITEM_EMPTY)
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cRoot::Get()->GetServer()->Broadcast( PickupSpawn );
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m_EntityType = E_PICKUP;
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}
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cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
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: cEntity( ((double)a_PickupSpawnPacket->m_PosX)/32, ((double)a_PickupSpawnPacket->m_PosY)/32, ((double)a_PickupSpawnPacket->m_PosZ)/32 )
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, m_Speed( new Vector3f() )
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, m_ResultingSpeed(new Vector3f())
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, m_WaterSpeed(new Vector3f())
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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, m_bCollected( false )
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{
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a_PickupSpawnPacket->m_UniqueID = m_UniqueID;
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m_Item = new cItem();
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m_Item->m_ItemID = (ENUM_ITEM_ID)a_PickupSpawnPacket->m_Item;
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m_Item->m_ItemCount = a_PickupSpawnPacket->m_Count;
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m_Item->m_ItemHealth = 0x0;
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m_Speed->x = (float)(a_PickupSpawnPacket->m_Rotation) / 8;
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m_Speed->y = (float)(a_PickupSpawnPacket->m_Pitch) / 8;
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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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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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void cPickup::SpawnOn( cClientHandle* a_Target )
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{
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cPacket_PickupSpawn PickupSpawn;
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PickupSpawn.m_UniqueID = m_UniqueID;
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PickupSpawn.m_Item = (short)m_Item->m_ItemID;
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PickupSpawn.m_Count = m_Item->m_ItemCount;
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PickupSpawn.m_Health = m_Item->m_ItemHealth;
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PickupSpawn.m_PosX = (int)(m_Pos->x * 32);
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PickupSpawn.m_PosY = (int)(m_Pos->y * 32);
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PickupSpawn.m_PosZ = (int)(m_Pos->z * 32);
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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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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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a_Dt = a_Dt / 1000.f;
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if(m_bCollected)
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{
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if(m_Timer > 500.f) // 0.5 second
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{
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Destroy();
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return;
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}
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}
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if( m_Timer > 1000*60*5 ) // 5 minutes
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{
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Destroy();
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return;
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}
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if( m_Pos->y < 0 ) // Out of this world!
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{
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Destroy();
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return;
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}
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if(!m_bCollected)
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HandlePhysics( a_Dt );
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if( !m_bReplicated || m_bDirtyPosition )
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{
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MoveToCorrectChunk();
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m_bReplicated = true;
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m_bDirtyPosition = false;
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cChunk* Chunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
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if( Chunk )
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{
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cPacket_TeleportEntity TeleportEntity( this );
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Chunk->Broadcast( TeleportEntity );
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}
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}
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//printf("YSpeed: %f, OnGround: %i\n", m_SpeedY, m_bOnGround );
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}
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void cPickup::HandlePhysics(float a_Dt)
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{
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m_ResultingSpeed->Set(0.f, 0.f, 0.f);
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cWorld* World = GetWorld();
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if( m_bOnGround ) // check if it's still on the ground
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{
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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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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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char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
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{
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m_bCollected = true;
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m_Timer = 0;
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return;
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}
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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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m_bReplicated = false;
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}
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m_Speed->x *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed->x) < 0.05 ) m_Speed->x = 0;
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m_Speed->z *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed->z) < 0.05 ) m_Speed->z = 0;
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}
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//get flowing direction
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Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos->x - 1, (int) m_Pos->y, (int) m_Pos->z - 1);
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*m_WaterSpeed *= 0.9; //Keep old speed but lower it
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed->x = 1.f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed->x = -1.f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed->z = 1.f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed->z = -1.f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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*m_ResultingSpeed += *m_WaterSpeed;
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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m_Speed->y += Gravity;
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// Set to hit position
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*m_ResultingSpeed += *m_Speed;
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_ResultingSpeed * a_Dt ).SqrLength() )
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{
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m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
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if( Ret == 1 )
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{
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if( Tracer.HitNormal->x != 0.f ) m_Speed->x = 0.f;
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if( Tracer.HitNormal->y != 0.f ) m_Speed->y = 0.f;
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if( Tracer.HitNormal->z != 0.f ) m_Speed->z = 0.f;
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if( Tracer.HitNormal->y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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*m_Pos = Tracer.RealHit;
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*m_Pos += *Tracer.HitNormal * 0.2;
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}
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else
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*m_Pos += *m_ResultingSpeed*a_Dt;
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}
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else
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{ // We didn't hit anything, so move =]
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*m_Pos += *m_ResultingSpeed * a_Dt;
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}
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}
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//Usable for debugging
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//SetPosition(m_Pos->x, m_Pos->y, m_Pos->z);
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}
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bool cPickup::CollectedBy( cPlayer* a_Dest )
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{
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if(m_bCollected) return false; // It's already collected!
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// 800 is to long
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if(m_Timer < 500.f) return false; // Not old enough
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if( cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_COLLECT_ITEM, 2, this, a_Dest ) ) return false;
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if( a_Dest->GetInventory().AddItem( *m_Item ) )
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{
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cPacket_CollectItem CollectItem;
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CollectItem.m_CollectedID = m_UniqueID;
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CollectItem.m_CollectorID = a_Dest->GetUniqueID();
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cRoot::Get()->GetServer()->Broadcast( CollectItem );
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m_bCollected = true;
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m_Timer = 0;
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return true;
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}
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return false;
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}
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