#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 "WaterSimulator.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" CLASS_DEFINITION( cPickup, cEntity ) 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 ) { // LOGD("New pickup: ID(%i) Amount(%i) Health(%i)", m_Item.m_ItemID, m_Item.m_ItemCount, m_Item.m_ItemHealth ); m_EntityType = eEntityType_Pickup; } cPickup::~cPickup() { delete m_Item; } 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) { 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; 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().AddItem(*m_Item)) { m_World->BroadcastCollectPickup(*this, *a_Dest); m_bCollected = true; m_Timer = 0; return true; } return false; }