#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 "../Bindings/PluginManager.h" #include "../Item.h" #include "../Root.h" #include "../Chunk.h" #include "../Vector3d.h" #include "../Vector3f.h" cPickup::cPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */) : cEntity(etPickup, a_PosX, a_PosY, a_PosZ, 0.2, 0.2) , m_Timer( 0.f ) , m_Item(a_Item) , m_bCollected( false ) , m_bIsPlayerCreated( IsPlayerCreated ) { SetGravity(-10.5f); SetMaxHealth(5); SetHealth(5); SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); } 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 BlockY = (int) floor(GetPosY()); if ((BlockY >= 0) && (BlockY < cChunkDef::Height)) // Don't do anything except for falling when outside the world { int BlockX = (int) floor(GetPosX()); 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) // Make sure the chunk is loaded { int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width); // If the pickup is on the bottommost block position, make it think the void is made of air: (#131) BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; 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(true); return; } } } } } else { if (m_Timer > 500.f) // 0.5 second { Destroy(true); return; } } if (m_Timer > 1000 * 60 * 5) // 5 minutes { Destroy(true); return; } if (GetPosY() < -8) // Out of this world and no more visible! { Destroy(true); return; } } bool cPickup::CollectedBy(cPlayer * a_Dest) { ASSERT(a_Dest != NULL); if (m_bCollected) { // LOG("Pickup %d cannot be collected by \"%s\", because it has already been collected.", m_UniqueID, a_Dest->GetName().c_str()); return false; // It's already collected! } // Two seconds if player created the pickup (vomiting), half a second if anything else if (m_Timer < (m_bIsPlayerCreated ? 2000.f : 500.f)) { // LOG("Pickup %d cannot be collected by \"%s\", because it is not old enough.", m_UniqueID, a_Dest->GetName().c_str()); return false; // Not old enough } if (cRoot::Get()->GetPluginManager()->CallHookCollectingPickup(a_Dest, *this)) { // LOG("Pickup %d cannot be collected by \"%s\", because a plugin has said no.", m_UniqueID, a_Dest->GetName().c_str()); return false; } int NumAdded = a_Dest->GetInventory().AddItem(m_Item); if (NumAdded > 0) { m_Item.m_ItemCount -= NumAdded; m_World->BroadcastCollectPickup(*this, *a_Dest); // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) m_World->BroadcastSoundEffect("random.pop",(int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); if (m_Item.m_ItemCount == 0) { // All of the pickup has been collected, schedule the pickup for destroying m_bCollected = true; } m_Timer = 0; return true; } // LOG("Pickup %d cannot be collected by \"%s\", because there's no space in the inventory.", a_Dest->GetName().c_str(), m_UniqueID); return false; }