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cuberite-2a/source/Pickup.cpp

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#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 "Chunk.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_Health(5)
, m_Timer( 0.f )
, m_Item(a_Item)
, m_bCollected( false )
{
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
m_Gravity = -3.0;
}
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, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); //Notify clients of position
m_Timer += a_Dt;
if (!m_bCollected)
{
int BlockX = (int) floor(GetPosX());
int BlockY = (int) floor(GetPosY());
int BlockZ = (int) floor(GetPosZ());
//Position might have changed due to physics. So we have to make sure we have the correct chunk.
cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (CurrentChunk != NULL) //Making sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
{
m_bCollected = true;
m_Timer = 0; //We have to reset the timer.
m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
if (m_Timer > 500.f)
{
Destroy();
return;
}
}
}
}
else
{
if (m_Timer > 500.f) // 0.5 second
{
Destroy();
return;
}
}
if (m_Timer > 1000 * 60 * 5) // 5 minutes
{
Destroy();
return;
}
if (GetPosY() < -8) // Out of this world and no more visible!
{
Destroy();
return;
}
}
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()->CallHookCollectingPickup(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, GetPosX(), GetPosY(), GetPosZ());
}
return true;
}
return false;
}