mcserver/source/Pickup.cpp

270 lines
5.4 KiB
C++

#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 "PluginManager.h"
#include "Item.h"
#include "Root.h"
#include "Tracer.h"
#include "Vector3d.h"
#include "Vector3f.h"
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);
}
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, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
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 (GetPosY() < -8) // Out of this world and no more visible!
{
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);
}
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()->CallHookCollectingPickup(a_Dest, *this))
{
return false;
}
if (a_Dest->GetInventory().AddItemAnyAmount(m_Item))
{
m_World->BroadcastCollectPickup(*this, *a_Dest);
m_bCollected = true;
m_Timer = 0;
if (m_Item.m_ItemCount != 0)
{
cItems Pickup;
Pickup.push_back(cItem(m_Item));
m_World->SpawnItemPickups(Pickup, GetPosX(), GetPosY(), GetPosZ());
}
return true;
}
return false;
}