#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #ifndef _WIN32 #include #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_Health(5) , m_bOnGround( false ) , m_bReplicated( false ) , m_Timer( 0.f ) , m_Item(a_Item) , m_bCollected( false ) { SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); } 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 (GetPosY() < -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(); a_Dt /= 1000; // Go from msec to sec, so that physics formulas work if (m_bOnGround) // check if it's still on the ground { int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX(); int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ(); char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ); if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow)) { m_bOnGround = false; } char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ ); char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), 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; AddPosY(0.2); m_bReplicated = false; } SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt)); if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0); SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt)); if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0); } // get flowing direction Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 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; if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec { Gravity = -3; } AddSpeedY(Gravity); // Set to hit position m_ResultingSpeed += GetSpeed(); /* LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}", m_UniqueID, m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z, m_Pos.x, m_Pos.y, m_Pos.z ); */ cTracer Tracer(GetWorld()); int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2); if (Ret) // Oh noez! we hit something { if ((Tracer.RealHit - Vector3f(GetPosition())).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 ) SetSpeedX(0.f); if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f); if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f); if (Tracer.HitNormal.y > 0) // means on ground { m_bOnGround = true; } } SetPosition(Tracer.RealHit); AddPosition(Tracer.HitNormal * 0.2f); } else AddPosition(m_ResultingSpeed*a_Dt); } else { // We didn't hit anything, so move =] AddPosition(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()->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; }