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Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
keyboard.osh@gmail.com
2013-04-22 07:18:03 +00:00
parent c97851adc6
commit de03dd6460
7 changed files with 207 additions and 274 deletions

View File

@@ -16,6 +16,7 @@
#include "Item.h"
#include "Root.h"
#include "Tracer.h"
#include "Chunk.h"
#include "Vector3d.h"
#include "Vector3f.h"
@@ -27,13 +28,12 @@
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);
m_Gravity = -3.0;
}
@@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); //Notify clients of position
m_Timer += a_Dt;
a_Dt = a_Dt / 1000.f;
if (m_bCollected)
if (!m_bCollected)
{
int BlockX = (int) floor(GetPosX());
int BlockY = (int) floor(GetPosY());
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) //Making sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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();
return;
}
}
}
}
else
{
if (m_Timer > 500.f) // 0.5 second
{
@@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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);
}