39e4bd3239
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1294 0a769ca7-a7f5-676a-18bf-c427514a06d6
269 lines
5.4 KiB
C++
269 lines
5.4 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#ifndef _WIN32
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#include <cstdlib>
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#endif
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#include "Pickup.h"
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#include "ClientHandle.h"
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#include "Inventory.h"
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#include "World.h"
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#include "Simulator/FluidSimulator.h"
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#include "Server.h"
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#include "Player.h"
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#include "PluginManager.h"
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#include "Item.h"
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#include "Root.h"
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#include "Tracer.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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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 */)
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: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32)
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, m_Health(5)
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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(a_Item)
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, m_bCollected( false )
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{
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SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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}
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void cPickup::Initialize(cWorld * a_World)
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{
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super::Initialize(a_World);
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a_World->BroadcastSpawn(*this);
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}
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void cPickup::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendPickupSpawn(*this);
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}
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void cPickup::Tick(float a_Dt, MTRand & a_TickRandom)
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{
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super::Tick(a_Dt, a_TickRandom);
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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 (GetPosY() < -8) // Out of this world and no more visible!
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{
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Destroy();
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return;
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}
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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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GetWorld()->BroadcastTeleportEntity(*this);
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}
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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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a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
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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 = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
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int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
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char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
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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)GetPosY() - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), 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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SetPosY(GetPosY() + 0.2);
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m_bReplicated = false;
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}
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SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
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SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
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}
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// get flowing direction
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Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 1);
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m_WaterSpeed *= 0.9f; //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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if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
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{
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Gravity = -3;
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}
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SetSpeedY(GetSpeedY() + Gravity);
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// Set to hit position
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m_ResultingSpeed += GetSpeed();
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/*
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LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
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m_UniqueID,
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m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
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m_Pos.x, m_Pos.y, m_Pos.z
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);
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*/
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cTracer Tracer(GetWorld());
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int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
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if (Ret) // Oh noez! we hit something
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{
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if ((Tracer.RealHit - Vector3f(GetPosition())).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 ) SetSpeedX(0.f);
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if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
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if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(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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SetPosition(Tracer.RealHit);
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SetPosition(GetPosition() + (Tracer.HitNormal * 0.2f));
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}
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else
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SetPosition(GetPosition() + (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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SetPosition(GetPosition() + (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)
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{
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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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{
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return false; // Not old enough
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}
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if (cRoot::Get()->GetPluginManager()->CallHookCollectingPickup(a_Dest, *this))
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{
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return false;
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}
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if (a_Dest->GetInventory().AddItemAnyAmount(m_Item))
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{
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m_World->BroadcastCollectPickup(*this, *a_Dest);
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m_bCollected = true;
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m_Timer = 0;
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if (m_Item.m_ItemCount != 0)
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{
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cItems Pickup;
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Pickup.push_back(cItem(m_Item));
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m_World->SpawnItemPickups(Pickup, GetPosX(), GetPosY(), GetPosZ());
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}
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return true;
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}
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return false;
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}
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