diff options
Diffstat (limited to 'source/cPickup.cpp')
-rw-r--r-- | source/cPickup.cpp | 632 |
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; +} + + + + |