mcserver/source/cPickup.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#ifndef _WIN32
#include <cstdlib>
#endif
#include "cPickup.h"
#include "cClientHandle.h"
#include "cInventory.h"
#include "cWorld.h"
#include "cWaterSimulator.h"
#include "cServer.h"
#include "cPlayer.h"
#include "cPluginManager.h"
#include "cItem.h"
#include "cRoot.h"
#include "cTracer.h"
#include "cChunk.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_PickupSpawn.h"
#include "packets/cPacket_CollectItem.h"
#include "Vector3d.h"
#include "Vector3f.h"
CLASS_DEFINITION( cPickup, cEntity )
cPickup::~cPickup()
{
delete m_Item;
delete m_Speed;
delete m_ResultingSpeed;
delete m_WaterSpeed;
}
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( new Vector3f( a_SpeedX, a_SpeedY, a_SpeedZ ) )
, m_ResultingSpeed(new Vector3f())
, m_WaterSpeed(new Vector3f())
, m_bOnGround( false )
, m_bReplicated( false )
, m_Timer( 0.f )
, m_Item( new cItem( a_Item ) )
, m_bCollected( false )
{
//LOG("New pickup: ID(%i) Amount(%i) Health(%i)", m_Item.m_ItemID, m_Item.m_ItemCount, m_Item.m_ItemHealth );
// Spawn it on clients
cPacket_PickupSpawn PickupSpawn;
PickupSpawn.m_UniqueID = m_UniqueID;
PickupSpawn.m_Item = (short)m_Item->m_ItemID;
PickupSpawn.m_Count = m_Item->m_ItemCount;
PickupSpawn.m_Health = m_Item->m_ItemHealth;
PickupSpawn.m_PosX = a_X;
PickupSpawn.m_PosY = a_Y;
PickupSpawn.m_PosZ = a_Z;
PickupSpawn.m_Rotation = (char)(m_Speed->x * 8);
PickupSpawn.m_Pitch = (char)(m_Speed->y * 8);
PickupSpawn.m_Roll = (char)(m_Speed->z * 8);
if(PickupSpawn.m_Item != E_ITEM_EMPTY)
cRoot::Get()->GetServer()->Broadcast( PickupSpawn );
m_EntityType = E_PICKUP;
}
cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
: cEntity( ((double)a_PickupSpawnPacket->m_PosX)/32, ((double)a_PickupSpawnPacket->m_PosY)/32, ((double)a_PickupSpawnPacket->m_PosZ)/32 )
, m_Speed( new Vector3f() )
, m_ResultingSpeed(new Vector3f())
, m_WaterSpeed(new Vector3f())
, m_bOnGround( false )
, m_bReplicated( false )
, m_Timer( 0.f )
, m_bCollected( false )
{
a_PickupSpawnPacket->m_UniqueID = m_UniqueID;
m_Item = new cItem();
m_Item->m_ItemID = (ENUM_ITEM_ID)a_PickupSpawnPacket->m_Item;
m_Item->m_ItemCount = a_PickupSpawnPacket->m_Count;
m_Item->m_ItemHealth = 0x0;
m_Speed->x = (float)(a_PickupSpawnPacket->m_Rotation) / 8;
m_Speed->y = (float)(a_PickupSpawnPacket->m_Pitch) / 8;
m_Speed->z = (float)(a_PickupSpawnPacket->m_Roll) / 8;
// Spawn it on clients
if(a_PickupSpawnPacket->m_Item != E_ITEM_EMPTY)
cRoot::Get()->GetServer()->Broadcast( *a_PickupSpawnPacket );
m_EntityType = E_PICKUP;
}
void cPickup::SpawnOn( cClientHandle* a_Target )
{
cPacket_PickupSpawn PickupSpawn;
PickupSpawn.m_UniqueID = m_UniqueID;
PickupSpawn.m_Item = (short)m_Item->m_ItemID;
PickupSpawn.m_Count = m_Item->m_ItemCount;
PickupSpawn.m_Health = m_Item->m_ItemHealth;
PickupSpawn.m_PosX = (int)(m_Pos->x * 32);
PickupSpawn.m_PosY = (int)(m_Pos->y * 32);
PickupSpawn.m_PosZ = (int)(m_Pos->z * 32);
PickupSpawn.m_Rotation = (char)(m_Speed->x * 8);
PickupSpawn.m_Pitch = (char)(m_Speed->y * 8);
PickupSpawn.m_Roll = (char)(m_Speed->z * 8);
if(PickupSpawn.m_Item != E_ITEM_EMPTY)
a_Target->Send( PickupSpawn );
}
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;
cChunk* Chunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if( Chunk )
{
cPacket_TeleportEntity TeleportEntity( this );
Chunk->Broadcast( TeleportEntity );
}
}
//printf("YSpeed: %f, OnGround: %i\n", m_SpeedY, m_bOnGround );
}
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()->CallHook( cPluginManager::E_PLUGIN_COLLECT_ITEM, 2, this, a_Dest ) ) return false;
if( a_Dest->GetInventory().AddItem( *m_Item ) )
{
cPacket_CollectItem CollectItem;
CollectItem.m_CollectedID = m_UniqueID;
CollectItem.m_CollectorID = a_Dest->GetUniqueID();
cRoot::Get()->GetServer()->Broadcast( CollectItem );
m_bCollected = true;
m_Timer = 0;
return true;
}
return false;
}