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-rw-r--r--source/cPickup.cpp632
1 files changed, 316 insertions, 316 deletions
diff --git a/source/cPickup.cpp b/source/cPickup.cpp
index 5b35f215f..2302c56a3 100644
--- a/source/cPickup.cpp
+++ b/source/cPickup.cpp
@@ -1,316 +1,316 @@
-
-#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 "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;
-}
-
-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 )
-{
-
- //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
- if (!a_Item.IsEmpty())
- {
- std::auto_ptr<cPacket> PickupSpawn(GetSpawnPacket());
- if (PickupSpawn.get() != NULL)
- {
- cRoot::Get()->GetServer()->Broadcast(*(PickupSpawn.get()));
- }
- }
-
- m_EntityType = eEntityType_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 = eEntityType_Pickup;
-}
-
-
-
-
-
-cPacket * cPickup::GetSpawnPacket(void) const
-{
- if (m_Item->IsEmpty())
- {
- return NULL;
- }
-
- cPacket_PickupSpawn * PickupSpawn = new cPacket_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);
- return 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;
- cPacket_TeleportEntity TeleportEntity( this );
- GetWorld()->BroadcastToChunk( m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity );
- }
-}
-
-
-
-
-
-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;
-}
-
-
-
-
+
+#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 "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;
+}
+
+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 )
+{
+
+ //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
+ if (!a_Item.IsEmpty())
+ {
+ std::auto_ptr<cPacket> PickupSpawn(GetSpawnPacket());
+ if (PickupSpawn.get() != NULL)
+ {
+ cRoot::Get()->GetServer()->Broadcast(*(PickupSpawn.get()));
+ }
+ }
+
+ m_EntityType = eEntityType_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 = eEntityType_Pickup;
+}
+
+
+
+
+
+cPacket * cPickup::GetSpawnPacket(void) const
+{
+ if (m_Item->IsEmpty())
+ {
+ return NULL;
+ }
+
+ cPacket_PickupSpawn * PickupSpawn = new cPacket_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);
+ return 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;
+ cPacket_TeleportEntity TeleportEntity( this );
+ GetWorld()->BroadcastToChunk( m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity );
+ }
+}
+
+
+
+
+
+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;
+}
+
+
+
+