0cc3ab7c1e
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1114 0a769ca7-a7f5-676a-18bf-c427514a06d6
258 lines
5.0 KiB
C++
258 lines
5.0 KiB
C++
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#ifndef _WIN32
|
|
#include <cstdlib>
|
|
#endif
|
|
|
|
#include "Pickup.h"
|
|
#include "ClientHandle.h"
|
|
#include "Inventory.h"
|
|
#include "World.h"
|
|
#include "Simulator/FluidSimulator.h"
|
|
#include "Server.h"
|
|
#include "Player.h"
|
|
#include "PluginManager.h"
|
|
#include "Item.h"
|
|
#include "Root.h"
|
|
#include "Tracer.h"
|
|
|
|
#include "Vector3d.h"
|
|
#include "Vector3f.h"
|
|
|
|
|
|
|
|
|
|
|
|
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)
|
|
, m_Speed( a_SpeedX, a_SpeedY, a_SpeedZ )
|
|
, m_bOnGround( false )
|
|
, m_bReplicated( false )
|
|
, m_Timer( 0.f )
|
|
, m_Item(a_Item)
|
|
, m_bCollected( false )
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cPickup::Initialize(cWorld * a_World)
|
|
{
|
|
super::Initialize(a_World);
|
|
a_World->BroadcastSpawn(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cPickup::SpawnOn(cClientHandle & a_Client)
|
|
{
|
|
a_Client.SendPickupSpawn(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cPickup::Tick(float a_Dt, MTRand & a_TickRandom)
|
|
{
|
|
super::Tick(a_Dt, a_TickRandom);
|
|
|
|
m_Timer += a_Dt;
|
|
a_Dt = a_Dt / 1000.f;
|
|
if (m_bCollected)
|
|
{
|
|
if (m_Timer > 500.f) // 0.5 second
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (m_Timer > 1000 * 60 * 5) // 5 minutes
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
if (m_Pos.y < -8) // Out of this world and no more visible!
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
if (!m_bReplicated || m_bDirtyPosition)
|
|
{
|
|
MoveToCorrectChunk();
|
|
m_bReplicated = true;
|
|
m_bDirtyPosition = false;
|
|
GetWorld()->BroadcastTeleportEntity(*this);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cPickup::HandlePhysics(float a_Dt)
|
|
{
|
|
m_ResultingSpeed.Set(0.f, 0.f, 0.f);
|
|
cWorld * World = GetWorld();
|
|
|
|
if( m_bOnGround ) // check if it's still on the ground
|
|
{
|
|
int BlockX = (m_Pos.x)<0 ? (int)m_Pos.x-1 : (int)m_Pos.x;
|
|
int BlockZ = (m_Pos.z)<0 ? (int)m_Pos.z-1 : (int)m_Pos.z;
|
|
char BlockBelow = World->GetBlock( BlockX, (int)m_Pos.y -1, BlockZ );
|
|
//Not only air, falls through water ;)
|
|
if( BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
|
|
{
|
|
m_bOnGround = false;
|
|
}
|
|
char Block = World->GetBlock( BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ );
|
|
char BlockIn = World->GetBlock( BlockX, (int)m_Pos.y, BlockZ );
|
|
|
|
if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
|
|
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
|
|
{
|
|
m_bCollected = true;
|
|
m_Timer = 0;
|
|
return;
|
|
}
|
|
|
|
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
|
|
{
|
|
m_bOnGround = true;
|
|
m_Pos.y += 0.2;
|
|
m_bReplicated = false;
|
|
}
|
|
m_Speed.x *= 0.7f/(1+a_Dt);
|
|
if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0;
|
|
m_Speed.z *= 0.7f/(1+a_Dt);
|
|
if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
|
|
}
|
|
|
|
// get flowing direction
|
|
Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos.x - 1, (int) m_Pos.y, (int) m_Pos.z - 1);
|
|
|
|
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
|
|
|
|
switch(WaterDir)
|
|
{
|
|
case X_PLUS:
|
|
m_WaterSpeed.x = 1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case X_MINUS:
|
|
m_WaterSpeed.x = -1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_PLUS:
|
|
m_WaterSpeed.z = 1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_MINUS:
|
|
m_WaterSpeed.z = -1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
m_ResultingSpeed += m_WaterSpeed;
|
|
|
|
|
|
if( !m_bOnGround )
|
|
{
|
|
|
|
float Gravity = -9.81f*a_Dt;
|
|
m_Speed.y += Gravity;
|
|
|
|
// Set to hit position
|
|
m_ResultingSpeed += m_Speed;
|
|
|
|
cTracer Tracer( GetWorld() );
|
|
int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
|
|
if( Ret ) // Oh noez! we hit something
|
|
{
|
|
|
|
|
|
if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength() )
|
|
{
|
|
m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
|
|
if( Ret == 1 )
|
|
{
|
|
|
|
if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
|
|
if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
|
|
if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
|
|
|
|
if( Tracer.HitNormal.y > 0 ) // means on ground
|
|
{
|
|
m_bOnGround = true;
|
|
}
|
|
}
|
|
m_Pos = Tracer.RealHit;
|
|
m_Pos += Tracer.HitNormal * 0.2f;
|
|
|
|
}
|
|
else
|
|
m_Pos += m_ResultingSpeed*a_Dt;
|
|
}
|
|
else
|
|
{ // We didn't hit anything, so move =]
|
|
m_Pos += m_ResultingSpeed * a_Dt;
|
|
}
|
|
}
|
|
//Usable for debugging
|
|
//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cPickup::CollectedBy(cPlayer * a_Dest)
|
|
{
|
|
if (m_bCollected)
|
|
{
|
|
return false; // It's already collected!
|
|
}
|
|
|
|
// 800 is to long
|
|
if (m_Timer < 500.f)
|
|
{
|
|
return false; // Not old enough
|
|
}
|
|
|
|
if (cRoot::Get()->GetPluginManager()->CallHookCollectPickup(a_Dest, *this))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (a_Dest->GetInventory().AddItemAnyAmount(m_Item))
|
|
{
|
|
m_World->BroadcastCollectPickup(*this, *a_Dest);
|
|
m_bCollected = true;
|
|
m_Timer = 0;
|
|
if (m_Item.m_ItemCount != 0)
|
|
{
|
|
cItems Pickup;
|
|
Pickup.push_back(cItem(m_Item));
|
|
m_World->SpawnItemPickups(Pickup, m_Pos.x, m_Pos.y, m_Pos.z);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|