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authorkeyboard.osh@gmail.com <keyboard.osh@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-22 09:18:03 +0200
committerkeyboard.osh@gmail.com <keyboard.osh@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-22 09:18:03 +0200
commitde03dd6460c59c8abdd5b613ffa73511486022fc (patch)
tree4ee1c327aca18ea8d460889fbd99e895fd46a412 /source/Pickup.cpp
parentFixed Profiled Release build (missing preprocessor macro for static XML compilation) (diff)
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Diffstat (limited to 'source/Pickup.cpp')
-rw-r--r--source/Pickup.cpp178
1 files changed, 35 insertions, 143 deletions
diff --git a/source/Pickup.cpp b/source/Pickup.cpp
index 7cee53cb7..438216266 100644
--- a/source/Pickup.cpp
+++ b/source/Pickup.cpp
@@ -16,6 +16,7 @@
#include "Item.h"
#include "Root.h"
#include "Tracer.h"
+#include "Chunk.h"
#include "Vector3d.h"
#include "Vector3f.h"
@@ -27,13 +28,12 @@
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_bOnGround( false )
- , m_bReplicated( false )
, m_Timer( 0.f )
, m_Item(a_Item)
, m_bCollected( false )
{
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
+ m_Gravity = -3.0;
}
@@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
-
+ BroadcastMovementUpdate(); //Notify clients of position
+
m_Timer += a_Dt;
- a_Dt = a_Dt / 1000.f;
- if (m_bCollected)
+
+ if (!m_bCollected)
+ {
+ int BlockX = (int) floor(GetPosX());
+ int BlockY = (int) floor(GetPosY());
+ 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) //Making 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
{
@@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
Destroy();
return;
}
-
- if (!m_bReplicated || m_bDirtyPosition)
- {
- m_bReplicated = true;
- m_bDirtyPosition = false;
- GetWorld()->BroadcastTeleportEntity(*this);
- }
-}
-
-
-
-
-
-void cPickup::HandlePhysics(float a_Dt, cChunk & a_Chunk)
-{
- // TODO: Rewrite this function to use a_Chunk instead of m_World
-
- m_ResultingSpeed.Set(0.f, 0.f, 0.f);
- cWorld * World = GetWorld();
-
- a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
-
- if (m_bOnGround) // check if it's still on the ground
- {
- int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
- int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
- char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
- if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
- {
- m_bOnGround = false;
- }
- char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ );
- char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), 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;
- AddPosY(0.2);
- m_bReplicated = false;
- }
- SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
- SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
- }
-
- // get flowing direction
- Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 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;
- if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
- {
- Gravity = -3;
- }
- AddSpeedY(Gravity);
-
- // Set to hit position
- m_ResultingSpeed += GetSpeed();
-
- /*
- LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
- m_UniqueID,
- m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
- m_Pos.x, m_Pos.y, m_Pos.z
- );
- */
-
- cTracer Tracer(GetWorld());
- int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
- if (Ret) // Oh noez! we hit something
- {
- if ((Tracer.RealHit - Vector3f(GetPosition())).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 ) SetSpeedX(0.f);
- if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
- if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
-
- if (Tracer.HitNormal.y > 0) // means on ground
- {
- m_bOnGround = true;
- }
- }
- SetPosition(Tracer.RealHit);
- AddPosition(Tracer.HitNormal * 0.2f);
-
- }
- else
- AddPosition(m_ResultingSpeed*a_Dt);
- }
- else
- { // We didn't hit anything, so move =]
- AddPosition(m_ResultingSpeed*a_Dt);
- }
- }
- // Usable for debugging
- //SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
}