#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #ifndef _WIN32 #include #endif #include "cPickup.h" #include "cClientHandle.h" #include "cInventory.h" #include "cWorld.h" #include "cWaterSimulator.h" #include "cServer.h" #include "cPlayer.h" #include "cPluginManager.h" #include "cItem.h" #include "cRoot.h" #include "cTracer.h" #include "packets/cPacket_TeleportEntity.h" #include "packets/cPacket_PickupSpawn.h" #include "packets/cPacket_CollectItem.h" #include "Vector3d.h" #include "Vector3f.h" CLASS_DEFINITION( cPickup, cEntity ) cPickup::~cPickup() { delete m_Item; } 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 */) : cEntity( ((double)(a_X))/32, ((double)(a_Y))/32, ((double)(a_Z))/32 ) , m_Speed( a_SpeedX, a_SpeedY, a_SpeedZ ) , m_bOnGround( false ) , m_bReplicated( false ) , m_Timer( 0.f ) , m_Item( new cItem( a_Item ) ) , m_bCollected( false ) { //LOG("New pickup: ID(%i) Amount(%i) Health(%i)", m_Item.m_ItemID, m_Item.m_ItemCount, m_Item.m_ItemHealth ); // Spawn it on clients if (!a_Item.IsEmpty()) { std::auto_ptr PickupSpawn(GetSpawnPacket()); if (PickupSpawn.get() != NULL) { cRoot::Get()->GetServer()->Broadcast(*(PickupSpawn.get())); } } m_EntityType = eEntityType_Pickup; } cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket) : cEntity( ((double)a_PickupSpawnPacket->m_PosX)/32, ((double)a_PickupSpawnPacket->m_PosY)/32, ((double)a_PickupSpawnPacket->m_PosZ)/32 ) , m_Speed( new Vector3f() ) , m_ResultingSpeed(new Vector3f()) , m_WaterSpeed(new Vector3f()) , m_bOnGround( false ) , m_bReplicated( false ) , m_Timer( 0.f ) , m_bCollected( false ) { a_PickupSpawnPacket->m_UniqueID = m_UniqueID; m_Item = new cItem(); m_Item->m_ItemID = (ENUM_ITEM_ID)a_PickupSpawnPacket->m_Item; m_Item->m_ItemCount = a_PickupSpawnPacket->m_Count; m_Item->m_ItemHealth = 0x0; m_Speed.x = (float)(a_PickupSpawnPacket->m_Rotation) / 8; m_Speed.y = (float)(a_PickupSpawnPacket->m_Pitch) / 8; m_Speed.z = (float)(a_PickupSpawnPacket->m_Roll) / 8; // Spawn it on clients if (a_PickupSpawnPacket->m_Item != E_ITEM_EMPTY) { cRoot::Get()->GetServer()->Broadcast( *a_PickupSpawnPacket ); } m_EntityType = eEntityType_Pickup; } cPacket * cPickup::GetSpawnPacket(void) const { if (m_Item->IsEmpty()) { return NULL; } cPacket_PickupSpawn * PickupSpawn = new cPacket_PickupSpawn; PickupSpawn->m_UniqueID = m_UniqueID; PickupSpawn->m_Item = (short)m_Item->m_ItemID; PickupSpawn->m_Count = m_Item->m_ItemCount; PickupSpawn->m_Health = m_Item->m_ItemHealth; PickupSpawn->m_PosX = (int) (m_Pos.x * 32); PickupSpawn->m_PosY = (int) (m_Pos.y * 32); PickupSpawn->m_PosZ = (int) (m_Pos.z * 32); PickupSpawn->m_Rotation = (char)(m_Speed.x * 8); PickupSpawn->m_Pitch = (char)(m_Speed.y * 8); PickupSpawn->m_Roll = (char)(m_Speed.z * 8); return PickupSpawn; } void cPickup::Tick(float a_Dt) { 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 < 0 ) // Out of this world! { Destroy(); return; } if(!m_bCollected) { HandlePhysics( a_Dt ); } if( !m_bReplicated || m_bDirtyPosition ) { MoveToCorrectChunk(); m_bReplicated = true; m_bDirtyPosition = false; cPacket_TeleportEntity TeleportEntity( this ); GetWorld()->BroadcastToChunk( m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity ); } } 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()->CallHook( cPluginManager::E_PLUGIN_COLLECT_ITEM, 2, this, a_Dest ) ) return false; if( a_Dest->GetInventory().AddItem( *m_Item ) ) { cPacket_CollectItem CollectItem; CollectItem.m_CollectedID = m_UniqueID; CollectItem.m_CollectorID = a_Dest->GetUniqueID(); cRoot::Get()->GetServer()->Broadcast( CollectItem ); m_bCollected = true; m_Timer = 0; return true; } return false; }