#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 "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;
}