#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 "../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;
}