diff options
Diffstat (limited to 'src/Entities/Pickup.cpp')
-rw-r--r-- | src/Entities/Pickup.cpp | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp new file mode 100644 index 000000000..001e386a7 --- /dev/null +++ b/src/Entities/Pickup.cpp @@ -0,0 +1,166 @@ + +#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 "../Bindings/PluginManager.h" +#include "../Item.h" +#include "../Root.h" +#include "../Chunk.h" + +#include "../Vector3d.h" +#include "../Vector3f.h" + + + + + +cPickup::cPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */) + : cEntity(etPickup, a_PosX, a_PosY, a_PosZ, 0.2, 0.2) + , m_Timer( 0.f ) + , m_Item(a_Item) + , m_bCollected( false ) + , m_bIsPlayerCreated( IsPlayerCreated ) +{ + SetGravity(-10.5f); + SetMaxHealth(5); + SetHealth(5); + SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); +} + + + + + +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); + BroadcastMovementUpdate(); //Notify clients of position + + m_Timer += a_Dt; + + if (!m_bCollected) + { + int BlockY = (int) floor(GetPosY()); + if ((BlockY >= 0) && (BlockY < cChunkDef::Height)) // Don't do anything except for falling when outside the world + { + int BlockX = (int) floor(GetPosX()); + int BlockZ = (int) floor(GetPosZ()); + // Position might have changed due to physics. So we have to make sure we have the correct chunk. + cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); + if (CurrentChunk != NULL) // Make sure the chunk is loaded + { + int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width); + int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width); + + // If the pickup is on the bottommost block position, make it think the void is made of air: (#131) + BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; + BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ); + + if ( + IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) || + IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE) + ) + { + m_bCollected = true; + m_Timer = 0; // We have to reset the timer. + m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick. + if (m_Timer > 500.f) + { + Destroy(true); + return; + } + } + } + } + } + else + { + if (m_Timer > 500.f) // 0.5 second + { + Destroy(true); + return; + } + } + + if (m_Timer > 1000 * 60 * 5) // 5 minutes + { + Destroy(true); + return; + } + + if (GetPosY() < -8) // Out of this world and no more visible! + { + Destroy(true); + return; + } +} + + + + + +bool cPickup::CollectedBy(cPlayer * a_Dest) +{ + ASSERT(a_Dest != NULL); + + if (m_bCollected) + { + // LOG("Pickup %d cannot be collected by \"%s\", because it has already been collected.", m_UniqueID, a_Dest->GetName().c_str()); + return false; // It's already collected! + } + + // Two seconds if player created the pickup (vomiting), half a second if anything else + if (m_Timer < (m_bIsPlayerCreated ? 2000.f : 500.f)) + { + // LOG("Pickup %d cannot be collected by \"%s\", because it is not old enough.", m_UniqueID, a_Dest->GetName().c_str()); + return false; // Not old enough + } + + if (cRoot::Get()->GetPluginManager()->CallHookCollectingPickup(a_Dest, *this)) + { + // LOG("Pickup %d cannot be collected by \"%s\", because a plugin has said no.", m_UniqueID, a_Dest->GetName().c_str()); + return false; + } + + int NumAdded = a_Dest->GetInventory().AddItem(m_Item); + if (NumAdded > 0) + { + m_Item.m_ItemCount -= NumAdded; + m_World->BroadcastCollectPickup(*this, *a_Dest); + // Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;) + m_World->BroadcastSoundEffect("random.pop",(int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + if (m_Item.m_ItemCount == 0) + { + // All of the pickup has been collected, schedule the pickup for destroying + m_bCollected = true; + } + m_Timer = 0; + return true; + } + + // LOG("Pickup %d cannot be collected by \"%s\", because there's no space in the inventory.", a_Dest->GetName().c_str(), m_UniqueID); + return false; +} + + + + |