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cuberite-2a/source/Pickup.cpp
madmaxoft@gmail.com cf87169737 Refactored cInventory to use cItemGrid for the actual Storage
This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-05-24 07:30:39 +00:00

173 lines
3.8 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#ifndef _WIN32
#include <cstdlib>
#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 "Chunk.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_Timer( 0.f )
, m_Item(a_Item)
, m_bCollected( false )
{
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
m_Gravity = -3.0;
}
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, 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 < cChunkDef::Height) // Don't do anything except for falling when above 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);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ);
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();
return;
}
}
}
}
}
else
{
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;
}
}
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!
}
// 800 is to long
if (m_Timer < 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);
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;
}