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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 "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_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().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, m_Pos.x, m_Pos.y, m_Pos.z);
		}
		return true;
	}

	return false;
}