#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 ) { m_Speed.Set(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 (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(); 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 = (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); 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; if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec { Gravity = -3; } m_Speed.y += Gravity; // Set to hit position m_ResultingSpeed += m_Speed; /* 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(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()->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, m_Pos.x, m_Pos.y, m_Pos.z); } return true; } return false; }