diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/Pickup.cpp | 73 |
1 files changed, 41 insertions, 32 deletions
diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp index 7fc89b62b..0fd006485 100644 --- a/src/Entities/Pickup.cpp +++ b/src/Entities/Pickup.cpp @@ -98,45 +98,44 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk) if (!m_bCollected) { - int BlockY = (int) floor(GetPosY()); + int BlockY = POSY_TOINT; + int BlockX = POSX_TOINT; + int BlockZ = POSZ_TOINT; + 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); + GET_AND_VERIFY_CURRENT_CHUNK(CurrentChunk, BlockX, BlockZ) + + 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) - ) + // 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) { - 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; - } + Destroy(true); + return; } + } - if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me + if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me + { + cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this); + m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries + if (PickupCombiningCallback.FoundMatchingPickup()) { - cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this); - m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries - if (PickupCombiningCallback.FoundMatchingPickup()) - { - m_World->BroadcastEntityMetadata(*this); - } + m_World->BroadcastEntityMetadata(*this); } } } @@ -156,7 +155,7 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk) return; } - if (GetPosY() < -8) // Out of this world and no more visible! + if (GetPosY() < VOID_BOUNDARY) // Out of this world and no more visible! { Destroy(true); return; @@ -193,6 +192,16 @@ bool cPickup::CollectedBy(cPlayer * a_Dest) int NumAdded = a_Dest->GetInventory().AddItem(m_Item); if (NumAdded > 0) { + // Check achievements + switch (m_Item.m_ItemType) + { + case E_BLOCK_LOG: a_Dest->AwardAchievement(achMineWood); break; + case E_ITEM_LEATHER: a_Dest->AwardAchievement(achKillCow); break; + case E_ITEM_DIAMOND: a_Dest->AwardAchievement(achDiamonds); break; + case E_ITEM_BLAZE_ROD: a_Dest->AwardAchievement(achBlazeRod); break; + default: break; + } + 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 ;) |