diff options
Diffstat (limited to 'source/Pickup.cpp')
-rw-r--r-- | source/Pickup.cpp | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/source/Pickup.cpp b/source/Pickup.cpp new file mode 100644 index 000000000..8a32a328b --- /dev/null +++ b/source/Pickup.cpp @@ -0,0 +1,275 @@ + +#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; +} + + + + |