No longer using pointers for Vector3(f/d/i) in cEntity's and cTracer
git-svn-id: http://mc-server.googlecode.com/svn/trunk@268 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
57a97e8036
commit
d15d40ad69
@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 02/13/12 11:40:58.
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** Generated automatically by tolua++-1.0.92 on 02/15/12 23:43:42.
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*/
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#ifndef __cplusplus
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@ -15557,90 +15557,90 @@ static int tolua_AllToLua_cTracer_SetValues00(lua_State* tolua_S)
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#endif //#ifndef TOLUA_DISABLE
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/* get function: BlockHitPosition of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_BlockHitPosition_ptr
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static int tolua_get_cTracer_BlockHitPosition_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_BlockHitPosition
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static int tolua_get_cTracer_BlockHitPosition(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'BlockHitPosition'",NULL);
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#endif
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tolua_pushusertype(tolua_S,(void*)self->BlockHitPosition,"Vector3f");
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tolua_pushusertype(tolua_S,(void*)&self->BlockHitPosition,"Vector3f");
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return 1;
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}
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#endif //#ifndef TOLUA_DISABLE
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/* set function: BlockHitPosition of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_BlockHitPosition_ptr
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static int tolua_set_cTracer_BlockHitPosition_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_BlockHitPosition
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static int tolua_set_cTracer_BlockHitPosition(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'BlockHitPosition'",NULL);
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if (!tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err))
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if ((tolua_isvaluenil(tolua_S,2,&tolua_err) || !tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err)))
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tolua_error(tolua_S,"#vinvalid type in variable assignment.",&tolua_err);
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#endif
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self->BlockHitPosition = ((Vector3f*) tolua_tousertype(tolua_S,2,0))
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self->BlockHitPosition = *((Vector3f*) tolua_tousertype(tolua_S,2,0))
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;
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return 0;
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}
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#endif //#ifndef TOLUA_DISABLE
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/* get function: HitNormal of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_HitNormal_ptr
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static int tolua_get_cTracer_HitNormal_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_HitNormal
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static int tolua_get_cTracer_HitNormal(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'HitNormal'",NULL);
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#endif
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tolua_pushusertype(tolua_S,(void*)self->HitNormal,"Vector3f");
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tolua_pushusertype(tolua_S,(void*)&self->HitNormal,"Vector3f");
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return 1;
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}
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#endif //#ifndef TOLUA_DISABLE
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/* set function: HitNormal of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_HitNormal_ptr
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static int tolua_set_cTracer_HitNormal_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_HitNormal
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static int tolua_set_cTracer_HitNormal(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'HitNormal'",NULL);
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if (!tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err))
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if ((tolua_isvaluenil(tolua_S,2,&tolua_err) || !tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err)))
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tolua_error(tolua_S,"#vinvalid type in variable assignment.",&tolua_err);
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#endif
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self->HitNormal = ((Vector3f*) tolua_tousertype(tolua_S,2,0))
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self->HitNormal = *((Vector3f*) tolua_tousertype(tolua_S,2,0))
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;
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return 0;
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}
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#endif //#ifndef TOLUA_DISABLE
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/* get function: RealHit of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_RealHit_ptr
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static int tolua_get_cTracer_RealHit_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_get_cTracer_RealHit
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static int tolua_get_cTracer_RealHit(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'RealHit'",NULL);
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#endif
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tolua_pushusertype(tolua_S,(void*)self->RealHit,"Vector3f");
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tolua_pushusertype(tolua_S,(void*)&self->RealHit,"Vector3f");
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return 1;
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}
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#endif //#ifndef TOLUA_DISABLE
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/* set function: RealHit of class cTracer */
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_RealHit_ptr
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static int tolua_set_cTracer_RealHit_ptr(lua_State* tolua_S)
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#ifndef TOLUA_DISABLE_tolua_set_cTracer_RealHit
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static int tolua_set_cTracer_RealHit(lua_State* tolua_S)
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{
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cTracer* self = (cTracer*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (!self) tolua_error(tolua_S,"invalid 'self' in accessing variable 'RealHit'",NULL);
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if (!tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err))
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if ((tolua_isvaluenil(tolua_S,2,&tolua_err) || !tolua_isusertype(tolua_S,2,"Vector3f",0,&tolua_err)))
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tolua_error(tolua_S,"#vinvalid type in variable assignment.",&tolua_err);
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#endif
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self->RealHit = ((Vector3f*) tolua_tousertype(tolua_S,2,0))
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self->RealHit = *((Vector3f*) tolua_tousertype(tolua_S,2,0))
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;
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return 0;
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}
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@ -17904,9 +17904,9 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
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tolua_function(tolua_S,"delete",tolua_AllToLua_cTracer_delete00);
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tolua_function(tolua_S,"Trace",tolua_AllToLua_cTracer_Trace00);
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tolua_function(tolua_S,"SetValues",tolua_AllToLua_cTracer_SetValues00);
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tolua_variable(tolua_S,"BlockHitPosition",tolua_get_cTracer_BlockHitPosition_ptr,tolua_set_cTracer_BlockHitPosition_ptr);
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tolua_variable(tolua_S,"HitNormal",tolua_get_cTracer_HitNormal_ptr,tolua_set_cTracer_HitNormal_ptr);
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tolua_variable(tolua_S,"RealHit",tolua_get_cTracer_RealHit_ptr,tolua_set_cTracer_RealHit_ptr);
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tolua_variable(tolua_S,"BlockHitPosition",tolua_get_cTracer_BlockHitPosition,tolua_set_cTracer_BlockHitPosition);
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tolua_variable(tolua_S,"HitNormal",tolua_get_cTracer_HitNormal,tolua_set_cTracer_HitNormal);
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tolua_variable(tolua_S,"RealHit",tolua_get_cTracer_RealHit,tolua_set_cTracer_RealHit);
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tolua_endmodule(tolua_S);
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tolua_cclass(tolua_S,"cGroup","cGroup","",NULL);
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tolua_beginmodule(tolua_S,"cGroup");
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 02/13/12 11:40:58.
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** Generated automatically by tolua++-1.0.92 on 02/15/12 23:43:42.
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*/
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/* Exported function */
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@ -32,9 +32,8 @@ cEntity::cEntity(const double & a_X, const double & a_Y, const double & a_Z)
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, m_ChunkX( 0 )
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, m_ChunkY( 0 )
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, m_ChunkZ( 0 )
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, m_Pos( new Vector3d( a_X, a_Y, a_Z ) )
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, m_Pos( a_X, a_Y, a_Z )
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, m_bDirtyPosition( true )
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, m_Rot( new Vector3f() )
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, m_bDirtyOrientation( true )
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, m_bDestroyed( false )
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, m_EntityType( E_ENTITY )
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@ -54,8 +53,8 @@ cEntity::~cEntity()
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{
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LOG("Deleting entity %d at pos {%.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos->x, m_Pos->z,
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(int)(m_Pos->x / 16), (int)(m_Pos->z / 16),
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m_Pos.x, m_Pos.z,
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(int)(m_Pos.x / 16), (int)(m_Pos.z / 16),
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this
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);
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@ -65,8 +64,6 @@ cEntity::~cEntity()
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}
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delete m_Referencers;
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delete m_References;
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delete m_Pos;
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delete m_Rot;
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}
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@ -87,10 +84,10 @@ void cEntity::Initialize( cWorld* a_World )
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void cEntity::WrapRotation()
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{
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while (m_Rot->x > 180.f) m_Rot->x-=360.f; // Wrap it
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while (m_Rot->x < -180.f) m_Rot->x+=360.f;
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while (m_Rot->y > 180.f) m_Rot->y-=360.f;
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while (m_Rot->y < -180.f) m_Rot->y+=360.f;
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while (m_Rot.x > 180.f) m_Rot.x-=360.f; // Wrap it
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while (m_Rot.x < -180.f) m_Rot.x+=360.f;
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while (m_Rot.y > 180.f) m_Rot.y-=360.f;
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while (m_Rot.y < -180.f) m_Rot.y+=360.f;
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}
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@ -103,7 +100,7 @@ void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
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if( !m_World ) return;
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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cWorld::BlockToChunk( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z, ChunkX, ChunkY, ChunkZ );
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cWorld::BlockToChunk( (int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z, ChunkX, ChunkY, ChunkZ );
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if (!a_bIgnoreOldChunk && (m_ChunkX == ChunkX) && (m_ChunkY == ChunkY) && (m_ChunkZ == ChunkZ))
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{
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return;
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@ -215,7 +212,7 @@ bool cEntity::IsA( const char* a_EntityType )
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// Set orientations
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void cEntity::SetRot( const Vector3f & a_Rot )
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{
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*m_Rot = a_Rot;
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m_Rot = a_Rot;
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m_bDirtyOrientation = true;
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}
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@ -225,7 +222,7 @@ void cEntity::SetRot( const Vector3f & a_Rot )
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void cEntity::SetRotation( float a_Rotation )
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{
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m_Rot->x = a_Rotation;
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m_Rot.x = a_Rotation;
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m_bDirtyOrientation = true;
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}
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@ -235,7 +232,7 @@ void cEntity::SetRotation( float a_Rotation )
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void cEntity::SetPitch( float a_Pitch )
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{
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m_Rot->y = a_Pitch;
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m_Rot.y = a_Pitch;
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m_bDirtyOrientation = true;
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}
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@ -245,7 +242,7 @@ void cEntity::SetPitch( float a_Pitch )
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void cEntity::SetRoll( float a_Roll )
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{
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m_Rot->z = a_Roll;
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m_Rot.z = a_Roll;
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m_bDirtyOrientation = true;
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}
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@ -258,7 +255,7 @@ void cEntity::SetRoll( float a_Roll )
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Vector3f cEntity::GetLookVector()
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{
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Matrix4f m;
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m.Init( Vector3f(), 0, m_Rot->x, -m_Rot->y );
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m.Init( Vector3f(), 0, m_Rot.x, -m_Rot.y );
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Vector3f Look = m.Transform( Vector3f(0, 0, 1) );
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LOG("Look: %0.1f %0.1f %0.1f", Look.x, Look.y, Look.z );
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return Look;
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@ -272,7 +269,7 @@ Vector3f cEntity::GetLookVector()
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// Set position
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void cEntity::SetPosition( const Vector3d & a_Pos )
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{
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*m_Pos = a_Pos;
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m_Pos = a_Pos;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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@ -283,7 +280,7 @@ void cEntity::SetPosition( const Vector3d & a_Pos )
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void cEntity::SetPosition( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
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{
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m_Pos->Set( a_PosX, a_PosY, a_PosZ );
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m_Pos.Set( a_PosX, a_PosY, a_PosZ );
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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@ -294,7 +291,7 @@ void cEntity::SetPosition( const double & a_PosX, const double & a_PosY, const d
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void cEntity::SetPosX( const double & a_PosX )
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{
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m_Pos->x = a_PosX;
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m_Pos.x = a_PosX;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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@ -305,7 +302,7 @@ void cEntity::SetPosX( const double & a_PosX )
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void cEntity::SetPosY( const double & a_PosY )
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{
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m_Pos->y = a_PosY;
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m_Pos.y = a_PosY;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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@ -316,7 +313,7 @@ void cEntity::SetPosY( const double & a_PosY )
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void cEntity::SetPosZ( const double & a_PosZ )
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{
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m_Pos->z = a_PosZ;
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m_Pos.z = a_PosZ;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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@ -70,14 +70,14 @@ public: //tolua_export
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cWorld * GetWorld(void) const { return m_World; } //tolua_export
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const Vector3d & GetPosition(void) const {return *m_Pos; } //tolua_export
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const double & GetPosX (void) const {return m_Pos->x; } //tolua_export
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const double & GetPosY (void) const {return m_Pos->y; } //tolua_export
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const double & GetPosZ (void) const {return m_Pos->z; } //tolua_export
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const Vector3f & GetRot (void) const {return *m_Rot; } //tolua_export
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float GetRotation(void) const {return m_Rot->x; } //tolua_export
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float GetPitch (void) const {return m_Rot->y; } //tolua_export
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float GetRoll (void) const {return m_Rot->z; } //tolua_export
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const Vector3d & GetPosition(void) const {return m_Pos; } //tolua_export
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const double & GetPosX (void) const {return m_Pos.x; } //tolua_export
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const double & GetPosY (void) const {return m_Pos.y; } //tolua_export
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const double & GetPosZ (void) const {return m_Pos.z; } //tolua_export
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const Vector3f & GetRot (void) const {return m_Rot; } //tolua_export
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float GetRotation(void) const {return m_Rot.x; } //tolua_export
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float GetPitch (void) const {return m_Rot.y; } //tolua_export
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float GetRoll (void) const {return m_Rot.z; } //tolua_export
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Vector3f GetLookVector(); //tolua_export
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void SetPosX( const double & a_PosX ); //tolua_export
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@ -122,10 +122,10 @@ protected:
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cReferenceManager* m_References;
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int m_ChunkX, m_ChunkY, m_ChunkZ;
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Vector3d* m_Pos;
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Vector3d m_Pos;
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bool m_bDirtyPosition;
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Vector3f* m_Rot;
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Vector3f m_Rot;
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bool m_bDirtyOrientation;
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bool m_bDestroyed;
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@ -40,9 +40,7 @@
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cMonster::cMonster()
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: m_Target(0)
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, m_Destination( new Vector3f() )
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, m_bMovingToDestination(false)
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, m_Speed( new Vector3f() )
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, m_DestinationTime( 0 )
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, m_Gravity( -9.81f)
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, m_bOnGround( false )
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@ -69,8 +67,6 @@ cMonster::cMonster()
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cMonster::~cMonster()
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{
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LOG("cMonster::~cMonster()");
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delete m_Destination;
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delete m_Speed;
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}
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bool cMonster::IsA( const char* a_EntityType )
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@ -88,7 +84,7 @@ cPacket * cMonster::GetSpawnPacket(void) const
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cPacket_SpawnMob * Spawn = new cPacket_SpawnMob;
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Spawn->m_UniqueID = GetUniqueID();
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Spawn->m_Type = m_MobType;
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*Spawn->m_Pos = Vector3i((*m_Pos) * 32);
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*Spawn->m_Pos = Vector3i((m_Pos) * 32);
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Spawn->m_Yaw = 0;
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Spawn->m_Pitch = 0;
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Spawn->m_MetaDataSize = 1;
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@ -105,12 +101,12 @@ void cMonster::MoveToPosition( const Vector3f & a_Position )
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{
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m_bMovingToDestination = true;
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*m_Destination = a_Position;
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m_Destination = a_Position;
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}
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bool cMonster::ReachedDestination()
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{
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Vector3f Distance = (*m_Destination) - Vector3f( m_Pos );
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Vector3f Distance = (m_Destination) - Vector3f( m_Pos );
|
||||
if( Distance.SqrLength() < 2.f )
|
||||
return true;
|
||||
|
||||
@ -140,19 +136,19 @@ void cMonster::Tick(float a_Dt)
|
||||
if( m_bMovingToDestination )
|
||||
{
|
||||
Vector3f Pos( m_Pos );
|
||||
Vector3f Distance = *m_Destination - Pos;
|
||||
Vector3f Distance = m_Destination - Pos;
|
||||
if( !ReachedDestination() )
|
||||
{
|
||||
Distance.y = 0;
|
||||
Distance.Normalize();
|
||||
Distance *= 3;
|
||||
m_Speed->x = Distance.x;
|
||||
m_Speed->z = Distance.z;
|
||||
m_Speed.x = Distance.x;
|
||||
m_Speed.z = Distance.z;
|
||||
|
||||
if (m_EMState == ESCAPING)
|
||||
{ //Runs Faster when escaping :D otherwise they just walk away
|
||||
m_Speed->x *= 2.f;
|
||||
m_Speed->z *= 2.f;
|
||||
m_Speed.x *= 2.f;
|
||||
m_Speed.z *= 2.f;
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -160,17 +156,17 @@ void cMonster::Tick(float a_Dt)
|
||||
m_bMovingToDestination = false;
|
||||
}
|
||||
|
||||
if( m_Speed->SqrLength() > 0.f )
|
||||
if( m_Speed.SqrLength() > 0.f )
|
||||
{
|
||||
if( m_bOnGround )
|
||||
{
|
||||
Vector3f NormSpeed = m_Speed->NormalizeCopy();
|
||||
Vector3f NextBlock = Vector3f( *m_Pos ) + NormSpeed;
|
||||
Vector3f NormSpeed = m_Speed.NormalizeCopy();
|
||||
Vector3f NextBlock = Vector3f( m_Pos ) + NormSpeed;
|
||||
double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
|
||||
if( NextHeight > m_Pos->y - 1.2 && NextHeight - m_Pos->y < 2.5 )
|
||||
if( NextHeight > m_Pos.y - 1.2 && NextHeight - m_Pos.y < 2.5 )
|
||||
{
|
||||
m_bOnGround = false;
|
||||
m_Speed->y = 7.f; // Jump!!
|
||||
m_Speed.y = 7.f; // Jump!!
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -180,7 +176,7 @@ void cMonster::Tick(float a_Dt)
|
||||
|
||||
ReplicateMovement();
|
||||
|
||||
Vector3f Distance = *m_Destination - Vector3f( m_Pos );
|
||||
Vector3f Distance = m_Destination - Vector3f( m_Pos );
|
||||
if( Distance.SqrLength() > 0.1f )
|
||||
{
|
||||
float Rotation, Pitch;
|
||||
@ -278,59 +274,59 @@ void cMonster::HandlePhysics(float a_Dt)
|
||||
if( m_bOnGround ) // check if it's still on the ground
|
||||
{
|
||||
cWorld* World = GetWorld();
|
||||
if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z ) == E_BLOCK_AIR )
|
||||
if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y -1, (int)m_Pos.z ) == E_BLOCK_AIR )
|
||||
{
|
||||
m_bOnGround = false;
|
||||
}
|
||||
if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ) != E_BLOCK_AIR ) // If in ground itself, push it out
|
||||
if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z ) != E_BLOCK_AIR ) // If in ground itself, push it out
|
||||
{
|
||||
m_bOnGround = true;
|
||||
m_Pos->y += 0.2;
|
||||
m_Pos.y += 0.2;
|
||||
m_bDirtyPosition = true;
|
||||
}
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
if( !m_bOnGround )
|
||||
{
|
||||
float Gravity = -9.81f*a_Dt;
|
||||
m_Speed->y += Gravity;
|
||||
m_Speed.y += Gravity;
|
||||
}
|
||||
|
||||
if( m_Speed->SqrLength() > 0.f )
|
||||
if( m_Speed.SqrLength() > 0.f )
|
||||
{
|
||||
cTracer Tracer( GetWorld() );
|
||||
int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
|
||||
int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
|
||||
if( Ret ) // Oh noez! we hit something
|
||||
{
|
||||
// Set to hit position
|
||||
if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_Speed * a_Dt ).SqrLength() )
|
||||
if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_Speed * a_Dt ).SqrLength() )
|
||||
{
|
||||
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.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
|
||||
if( Tracer.HitNormal.y > 0 ) // means on ground
|
||||
{
|
||||
m_bOnGround = true;
|
||||
}
|
||||
}
|
||||
*m_Pos = Tracer.RealHit;
|
||||
*m_Pos += *Tracer.HitNormal * 0.2f;
|
||||
m_Pos = Tracer.RealHit;
|
||||
m_Pos += Tracer.HitNormal * 0.2f;
|
||||
|
||||
}
|
||||
else
|
||||
*m_Pos += *m_Speed*a_Dt;
|
||||
m_Pos += m_Speed*a_Dt;
|
||||
}
|
||||
else
|
||||
{ // We didn't hit anything, so move =]
|
||||
*m_Pos += *m_Speed*a_Dt;
|
||||
m_Pos += m_Speed*a_Dt;
|
||||
}
|
||||
|
||||
m_bDirtyPosition = true;
|
||||
@ -403,7 +399,7 @@ void cMonster::CheckEventLostPlayer()
|
||||
|
||||
if(m_Target != 0) {
|
||||
pos = m_Target->GetPosition();
|
||||
if((pos - *m_Pos).Length() > m_SightDistance || LineOfSight.Trace(*m_Pos,(pos - *m_Pos), (int)(pos - *m_Pos).Length()))
|
||||
if((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
|
||||
{
|
||||
EventLosePlayer();
|
||||
}
|
||||
@ -439,10 +435,10 @@ void cMonster::InStateIdle(float a_Dt) {
|
||||
Dist.z = (float)((r1.randInt()%11)-5);
|
||||
if( Dist.SqrLength() > 2 && rem >= 3)
|
||||
{
|
||||
m_Destination->x = (float)(m_Pos->x + Dist.x);
|
||||
m_Destination->z = (float)(m_Pos->z + Dist.z);
|
||||
m_Destination->y = (float)GetWorld()->GetHeight( (int)m_Destination->x, (int)m_Destination->z ) + 1.2f;
|
||||
MoveToPosition( *m_Destination );
|
||||
m_Destination.x = (float)(m_Pos.x + Dist.x);
|
||||
m_Destination.z = (float)(m_Pos.z + Dist.z);
|
||||
m_Destination.y = (float)GetWorld()->GetHeight( (int)m_Destination.x, (int)m_Destination.z ) + 1.2f;
|
||||
MoveToPosition( m_Destination );
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -457,7 +453,7 @@ void cMonster::InStateChasing(float a_Dt) {
|
||||
void cMonster::InStateEscaping(float a_Dt) {
|
||||
(void)a_Dt;
|
||||
if(m_Target) {
|
||||
Vector3d newloc = *m_Pos;
|
||||
Vector3d newloc = m_Pos;
|
||||
newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
|
||||
newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
|
||||
MoveToPosition(newloc);
|
||||
@ -561,7 +557,7 @@ void cMonster::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count)
|
||||
{
|
||||
if (a_Count > 0)
|
||||
{
|
||||
cPickup * Pickup = new cPickup( (int)(m_Pos->x * 32), (int)(m_Pos->y * 32), (int)(m_Pos->z * 32), cItem( a_Item, (char) a_Count ) );
|
||||
cPickup * Pickup = new cPickup( (int)(m_Pos.x * 32), (int)(m_Pos.y * 32), (int)(m_Pos.z * 32), cItem( a_Item, (char) a_Count ) );
|
||||
Pickup->Initialize( GetWorld() );
|
||||
}
|
||||
}
|
||||
|
@ -62,11 +62,11 @@ protected:
|
||||
float m_AttackRate;
|
||||
float idle_interval;
|
||||
|
||||
Vector3f* m_Destination;
|
||||
Vector3f m_Destination;
|
||||
bool m_bMovingToDestination;
|
||||
bool m_bPassiveAggressive;
|
||||
|
||||
Vector3f* m_Speed;
|
||||
Vector3f m_Speed;
|
||||
float m_DestinationTime;
|
||||
|
||||
float m_Gravity;
|
||||
|
@ -167,9 +167,9 @@ void cPawn::SetMetaData(MetaData a_MetaData)
|
||||
//----Change Entity MetaData
|
||||
void cPawn::CheckMetaDataBurn()
|
||||
{
|
||||
char Block = GetWorld()->GetBlock((int) m_Pos->x, (int) m_Pos->y, (int) m_Pos->z);
|
||||
char BlockAbove = GetWorld()->GetBlock((int) m_Pos->x, (int) m_Pos->y + 1, (int) m_Pos->z);
|
||||
char BlockBelow = GetWorld()->GetBlock((int) m_Pos->x, (int) m_Pos->y - 1, (int) m_Pos->z);
|
||||
char Block = GetWorld()->GetBlock((int) m_Pos.x, (int) m_Pos.y, (int) m_Pos.z);
|
||||
char BlockAbove = GetWorld()->GetBlock((int) m_Pos.x, (int) m_Pos.y + 1, (int) m_Pos.z);
|
||||
char BlockBelow = GetWorld()->GetBlock((int) m_Pos.x, (int) m_Pos.y - 1, (int) m_Pos.z);
|
||||
|
||||
if (
|
||||
(GetMetaData() == BURNING) &&
|
||||
@ -200,8 +200,8 @@ void cPawn::CheckMetaDataBurn()
|
||||
void cPawn::InStateBurning(float a_Dt)
|
||||
{
|
||||
m_FireDamageInterval += a_Dt;
|
||||
char Block = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
|
||||
char BlockAbove = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y + 1, (int)m_Pos->z );
|
||||
char Block = GetWorld()->GetBlock( (int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z );
|
||||
char BlockAbove = GetWorld()->GetBlock( (int)m_Pos.x, (int)m_Pos.y + 1, (int)m_Pos.z );
|
||||
if (m_FireDamageInterval > 800)
|
||||
{
|
||||
|
||||
|
@ -34,16 +34,11 @@ CLASS_DEFINITION( cPickup, cEntity )
|
||||
cPickup::~cPickup()
|
||||
{
|
||||
delete m_Item;
|
||||
delete m_Speed;
|
||||
delete m_ResultingSpeed;
|
||||
delete m_WaterSpeed;
|
||||
}
|
||||
|
||||
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( new Vector3f( a_SpeedX, a_SpeedY, a_SpeedZ ) )
|
||||
, m_ResultingSpeed(new Vector3f())
|
||||
, m_WaterSpeed(new Vector3f())
|
||||
, m_Speed( a_SpeedX, a_SpeedY, a_SpeedZ )
|
||||
, m_bOnGround( false )
|
||||
, m_bReplicated( false )
|
||||
, m_Timer( 0.f )
|
||||
@ -87,9 +82,9 @@ cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
|
||||
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;
|
||||
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)
|
||||
@ -116,12 +111,12 @@ cPacket * cPickup::GetSpawnPacket(void) const
|
||||
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);
|
||||
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;
|
||||
}
|
||||
|
||||
@ -148,7 +143,7 @@ void cPickup::Tick(float a_Dt)
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_Pos->y < 0 ) // Out of this world!
|
||||
if( m_Pos.y < 0 ) // Out of this world!
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
@ -175,21 +170,21 @@ void cPickup::Tick(float a_Dt)
|
||||
|
||||
void cPickup::HandlePhysics(float a_Dt)
|
||||
{
|
||||
m_ResultingSpeed->Set(0.f, 0.f, 0.f);
|
||||
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 );
|
||||
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 );
|
||||
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)
|
||||
@ -202,38 +197,38 @@ void cPickup::HandlePhysics(float a_Dt)
|
||||
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
|
||||
{
|
||||
m_bOnGround = true;
|
||||
m_Pos->y += 0.2;
|
||||
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;
|
||||
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);
|
||||
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
|
||||
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
|
||||
|
||||
switch(WaterDir)
|
||||
{
|
||||
case X_PLUS:
|
||||
m_WaterSpeed->x = 1.f;
|
||||
m_WaterSpeed.x = 1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case X_MINUS:
|
||||
m_WaterSpeed->x = -1.f;
|
||||
m_WaterSpeed.x = -1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case Z_PLUS:
|
||||
m_WaterSpeed->z = 1.f;
|
||||
m_WaterSpeed.z = 1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case Z_MINUS:
|
||||
m_WaterSpeed->z = -1.f;
|
||||
m_WaterSpeed.z = -1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
|
||||
@ -241,53 +236,53 @@ void cPickup::HandlePhysics(float a_Dt)
|
||||
break;
|
||||
}
|
||||
|
||||
*m_ResultingSpeed += *m_WaterSpeed;
|
||||
m_ResultingSpeed += m_WaterSpeed;
|
||||
|
||||
|
||||
if( !m_bOnGround )
|
||||
{
|
||||
|
||||
float Gravity = -9.81f*a_Dt;
|
||||
m_Speed->y += Gravity;
|
||||
m_Speed.y += Gravity;
|
||||
|
||||
// Set to hit position
|
||||
*m_ResultingSpeed += *m_Speed;
|
||||
m_ResultingSpeed += m_Speed;
|
||||
|
||||
cTracer Tracer( GetWorld() );
|
||||
int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
|
||||
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() )
|
||||
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.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
|
||||
if( Tracer.HitNormal.y > 0 ) // means on ground
|
||||
{
|
||||
m_bOnGround = true;
|
||||
}
|
||||
}
|
||||
*m_Pos = Tracer.RealHit;
|
||||
*m_Pos += *Tracer.HitNormal * 0.2f;
|
||||
m_Pos = Tracer.RealHit;
|
||||
m_Pos += Tracer.HitNormal * 0.2f;
|
||||
|
||||
}
|
||||
else
|
||||
*m_Pos += *m_ResultingSpeed*a_Dt;
|
||||
m_Pos += m_ResultingSpeed*a_Dt;
|
||||
}
|
||||
else
|
||||
{ // We didn't hit anything, so move =]
|
||||
*m_Pos += *m_ResultingSpeed * a_Dt;
|
||||
m_Pos += m_ResultingSpeed * a_Dt;
|
||||
}
|
||||
}
|
||||
//Usable for debugging
|
||||
//SetPosition(m_Pos->x, m_Pos->y, m_Pos->z);
|
||||
//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
|
||||
}
|
||||
|
||||
|
||||
|
@ -34,10 +34,10 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
Vector3f * m_Speed;
|
||||
Vector3f * m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
|
||||
Vector3f m_Speed;
|
||||
Vector3f m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
|
||||
|
||||
Vector3f * m_WaterSpeed;
|
||||
Vector3f m_WaterSpeed;
|
||||
bool m_bOnGround;
|
||||
bool m_bReplicated;
|
||||
|
||||
|
@ -98,9 +98,9 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
|
||||
{
|
||||
m_Inventory->Clear();
|
||||
m_CreativeInventory->Clear();
|
||||
m_Pos->x = cRoot::Get()->GetDefaultWorld()->GetSpawnX();
|
||||
m_Pos->y = cRoot::Get()->GetDefaultWorld()->GetSpawnY();
|
||||
m_Pos->z = cRoot::Get()->GetDefaultWorld()->GetSpawnZ();
|
||||
m_Pos.x = cRoot::Get()->GetDefaultWorld()->GetSpawnX();
|
||||
m_Pos.y = cRoot::Get()->GetDefaultWorld()->GetSpawnY();
|
||||
m_Pos.z = cRoot::Get()->GetDefaultWorld()->GetSpawnZ();
|
||||
}
|
||||
}
|
||||
|
||||
@ -143,11 +143,11 @@ cPacket * cPlayer::GetSpawnPacket(void) const
|
||||
cPacket_NamedEntitySpawn * SpawnPacket = new cPacket_NamedEntitySpawn;
|
||||
SpawnPacket->m_UniqueID = m_UniqueID;
|
||||
SpawnPacket->m_PlayerName = m_pState->PlayerName;
|
||||
SpawnPacket->m_PosX = (int)(m_Pos->x * 32);
|
||||
SpawnPacket->m_PosY = (int)(m_Pos->y * 32);
|
||||
SpawnPacket->m_PosZ = (int)(m_Pos->z * 32);
|
||||
SpawnPacket->m_Rotation = (char)((m_Rot->x / 360.f) * 256);
|
||||
SpawnPacket->m_Pitch = (char)((m_Rot->y / 360.f) * 256);
|
||||
SpawnPacket->m_PosX = (int)(m_Pos.x * 32);
|
||||
SpawnPacket->m_PosY = (int)(m_Pos.y * 32);
|
||||
SpawnPacket->m_PosZ = (int)(m_Pos.z * 32);
|
||||
SpawnPacket->m_Rotation = (char)((m_Rot.x / 360.f) * 256);
|
||||
SpawnPacket->m_Pitch = (char)((m_Rot.y / 360.f) * 256);
|
||||
SpawnPacket->m_CurrentItem = (short)m_Inventory->GetEquippedItem().m_ItemID;
|
||||
return SpawnPacket;
|
||||
}
|
||||
@ -242,20 +242,20 @@ void cPlayer::SetTouchGround( bool a_bTouchGround )
|
||||
if( !m_bTouchGround )
|
||||
{
|
||||
cWorld* World = GetWorld();
|
||||
char BlockID = World->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y), float2int(m_Pos->z) );
|
||||
char BlockID = World->GetBlock( float2int(m_Pos.x), float2int(m_Pos.y), float2int(m_Pos.z) );
|
||||
if( BlockID != E_BLOCK_AIR )
|
||||
{
|
||||
m_bTouchGround = true;
|
||||
}
|
||||
if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
|
||||
{
|
||||
m_LastGroundHeight = (float)m_Pos->y;
|
||||
m_LastGroundHeight = (float)m_Pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
if( m_bTouchGround )
|
||||
{
|
||||
float Dist = (float)(m_LastGroundHeight - m_Pos->y);
|
||||
float Dist = (float)(m_LastGroundHeight - m_Pos.y);
|
||||
if( Dist > 4.f ) // Player dropped
|
||||
{
|
||||
int Damage = (int)(Dist - 4.f);
|
||||
@ -265,7 +265,7 @@ void cPlayer::SetTouchGround( bool a_bTouchGround )
|
||||
}
|
||||
}
|
||||
|
||||
m_LastGroundHeight = (float)m_Pos->y;
|
||||
m_LastGroundHeight = (float)m_Pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
@ -330,7 +330,7 @@ void cPlayer::KilledBy( cEntity* a_Killer )
|
||||
float SpeedX = ((r1.randInt()%1000)-500) /100.f;
|
||||
float SpeedY = ((r1.randInt()%1000)) /100.f;
|
||||
float SpeedZ = ((r1.randInt()%1000)-500) /100.f;
|
||||
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), Items[i], SpeedX, SpeedY, SpeedZ );
|
||||
cPickup* Pickup = new cPickup( (int)(m_Pos.x*32), (int)(m_Pos.y*32), (int)(m_Pos.z*32), Items[i], SpeedX, SpeedY, SpeedZ );
|
||||
Pickup->Initialize( GetWorld() );
|
||||
}
|
||||
Items[i].Empty();
|
||||
@ -371,7 +371,7 @@ double cPlayer::GetEyeHeight()
|
||||
|
||||
Vector3d cPlayer::GetEyePosition()
|
||||
{
|
||||
return Vector3d( m_Pos->x, m_Stance, m_Pos->z );
|
||||
return Vector3d( m_Pos.x, m_Stance, m_Pos.z );
|
||||
}
|
||||
|
||||
void cPlayer::OpenWindow( cWindow* a_Window )
|
||||
@ -853,17 +853,17 @@ bool cPlayer::LoadFromDisk()
|
||||
Json::Value & JSON_PlayerPosition = root["position"];
|
||||
if( JSON_PlayerPosition.size() == 3 )
|
||||
{
|
||||
m_Pos->x = JSON_PlayerPosition[(unsigned int)0].asDouble();
|
||||
m_Pos->y = JSON_PlayerPosition[(unsigned int)1].asDouble();
|
||||
m_Pos->z = JSON_PlayerPosition[(unsigned int)2].asDouble();
|
||||
m_Pos.x = JSON_PlayerPosition[(unsigned int)0].asDouble();
|
||||
m_Pos.y = JSON_PlayerPosition[(unsigned int)1].asDouble();
|
||||
m_Pos.z = JSON_PlayerPosition[(unsigned int)2].asDouble();
|
||||
}
|
||||
|
||||
Json::Value & JSON_PlayerRotation = root["rotation"];
|
||||
if( JSON_PlayerRotation.size() == 3 )
|
||||
{
|
||||
m_Rot->x = (float)JSON_PlayerRotation[(unsigned int)0].asDouble();
|
||||
m_Rot->y = (float)JSON_PlayerRotation[(unsigned int)1].asDouble();
|
||||
m_Rot->z = (float)JSON_PlayerRotation[(unsigned int)2].asDouble();
|
||||
m_Rot.x = (float)JSON_PlayerRotation[(unsigned int)0].asDouble();
|
||||
m_Rot.y = (float)JSON_PlayerRotation[(unsigned int)1].asDouble();
|
||||
m_Rot.z = (float)JSON_PlayerRotation[(unsigned int)2].asDouble();
|
||||
}
|
||||
|
||||
m_Health = (short)root.get("health", 0 ).asInt();
|
||||
@ -886,14 +886,14 @@ bool cPlayer::SaveToDisk()
|
||||
|
||||
// create the JSON data
|
||||
Json::Value JSON_PlayerPosition;
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos->x ) );
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos->y ) );
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos->z ) );
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos.x ) );
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos.y ) );
|
||||
JSON_PlayerPosition.append( Json::Value( m_Pos.z ) );
|
||||
|
||||
Json::Value JSON_PlayerRotation;
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot->x ) );
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot->y ) );
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot->z ) );
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot.x ) );
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot.y ) );
|
||||
JSON_PlayerRotation.append( Json::Value( m_Rot.z ) );
|
||||
|
||||
Json::Value JSON_Inventory;
|
||||
m_Inventory->SaveToJson( JSON_Inventory );
|
||||
|
@ -20,48 +20,16 @@
|
||||
cTracer::cTracer(cWorld* a_World)
|
||||
: m_World( a_World )
|
||||
{
|
||||
m_NormalTable[0] = new Vector3f(-1, 0, 0);
|
||||
m_NormalTable[1] = new Vector3f( 0, 0,-1);
|
||||
m_NormalTable[2] = new Vector3f( 1, 0, 0);
|
||||
m_NormalTable[3] = new Vector3f( 0, 0, 1);
|
||||
m_NormalTable[4] = new Vector3f( 0, 1, 0);
|
||||
m_NormalTable[5] = new Vector3f( 0,-1, 0);
|
||||
|
||||
DotPos = new Vector3f();
|
||||
BoxOffset = new Vector3f();
|
||||
BlockHitPosition = new Vector3f();
|
||||
HitNormal = new Vector3f();
|
||||
RealHit = new Vector3f();
|
||||
|
||||
|
||||
dir = new Vector3f();
|
||||
tDelta = new Vector3f();
|
||||
pos = new Vector3i();
|
||||
end1 = new Vector3i();
|
||||
step = new Vector3i();
|
||||
tMax = new Vector3f();
|
||||
m_NormalTable[0].Set(-1, 0, 0);
|
||||
m_NormalTable[1].Set( 0, 0,-1);
|
||||
m_NormalTable[2].Set( 1, 0, 0);
|
||||
m_NormalTable[3].Set( 0, 0, 1);
|
||||
m_NormalTable[4].Set( 0, 1, 0);
|
||||
m_NormalTable[5].Set( 0,-1, 0);
|
||||
}
|
||||
|
||||
cTracer::~cTracer()
|
||||
{
|
||||
for( int i = 0; i < 6; ++i )
|
||||
{
|
||||
delete m_NormalTable[i];
|
||||
m_NormalTable[i] = 0;
|
||||
}
|
||||
|
||||
delete DotPos; DotPos = 0;
|
||||
delete BoxOffset; BoxOffset = 0;
|
||||
delete BlockHitPosition; BlockHitPosition = 0;
|
||||
delete HitNormal; HitNormal = 0;
|
||||
delete RealHit; RealHit = 0;
|
||||
|
||||
delete dir; dir = 0;
|
||||
delete tDelta; tDelta = 0;
|
||||
delete pos; pos = 0;
|
||||
delete end1; end1 = 0;
|
||||
delete step; step = 0;
|
||||
delete tMax; tMax = 0;
|
||||
}
|
||||
|
||||
float cTracer::SigNum( float a_Num )
|
||||
@ -74,60 +42,60 @@ float cTracer::SigNum( float a_Num )
|
||||
void cTracer::SetValues( const Vector3f & a_Start, const Vector3f & a_Direction )
|
||||
{
|
||||
// calculate the direction of the ray (linear algebra)
|
||||
*dir = a_Direction;
|
||||
dir = a_Direction;
|
||||
|
||||
// decide which direction to start walking in
|
||||
step->x = (int) SigNum(dir->x);
|
||||
step->y = (int) SigNum(dir->y);
|
||||
step->z = (int) SigNum(dir->z);
|
||||
step.x = (int) SigNum(dir.x);
|
||||
step.y = (int) SigNum(dir.y);
|
||||
step.z = (int) SigNum(dir.z);
|
||||
|
||||
// normalize the direction vector
|
||||
if( dir->SqrLength() > 0.f ) dir->Normalize();
|
||||
if( dir.SqrLength() > 0.f ) dir.Normalize();
|
||||
|
||||
// how far we must move in the ray direction before
|
||||
// we encounter a new voxel in x-direction
|
||||
// same but y-direction
|
||||
if( dir->x != 0.f ) tDelta->x = 1/fabs(dir->x);
|
||||
else tDelta->x = 0;
|
||||
if( dir->y != 0.f ) tDelta->y = 1/fabs(dir->y);
|
||||
else tDelta->y = 0;
|
||||
if( dir->z != 0.f ) tDelta->z = 1/fabs(dir->z);
|
||||
else tDelta->z = 0;
|
||||
if( dir.x != 0.f ) tDelta.x = 1/fabs(dir.x);
|
||||
else tDelta.x = 0;
|
||||
if( dir.y != 0.f ) tDelta.y = 1/fabs(dir.y);
|
||||
else tDelta.y = 0;
|
||||
if( dir.z != 0.f ) tDelta.z = 1/fabs(dir.z);
|
||||
else tDelta.z = 0;
|
||||
|
||||
// start voxel coordinates
|
||||
// use your
|
||||
// transformer
|
||||
// function here
|
||||
pos->x = (int)floorf(a_Start.x);
|
||||
pos->y = (int)floorf(a_Start.y);
|
||||
pos->z = (int)floorf(a_Start.z);
|
||||
pos.x = (int)floorf(a_Start.x);
|
||||
pos.y = (int)floorf(a_Start.y);
|
||||
pos.z = (int)floorf(a_Start.z);
|
||||
|
||||
// calculate distance to first intersection in the voxel we start from
|
||||
if(dir->x < 0)
|
||||
if(dir.x < 0)
|
||||
{
|
||||
tMax->x = ((float)pos->x - a_Start.x) / dir->x;
|
||||
tMax.x = ((float)pos.x - a_Start.x) / dir.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
tMax->x = (((float)pos->x + 1) - a_Start.x) / dir->x;
|
||||
tMax.x = (((float)pos.x + 1) - a_Start.x) / dir.x;
|
||||
}
|
||||
|
||||
if(dir->y < 0)
|
||||
if(dir.y < 0)
|
||||
{
|
||||
tMax->y = ((float)pos->y - a_Start.y) / dir->y;
|
||||
tMax.y = ((float)pos.y - a_Start.y) / dir.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
tMax->y = (((float)pos->y + 1) - a_Start.y) / dir->y;
|
||||
tMax.y = (((float)pos.y + 1) - a_Start.y) / dir.y;
|
||||
}
|
||||
|
||||
if(dir->z < 0)
|
||||
if(dir.z < 0)
|
||||
{
|
||||
tMax->z = ((float)pos->z - a_Start.z) / dir->z;
|
||||
tMax.z = ((float)pos.z - a_Start.z) / dir.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
tMax->z = (((float)pos->z + 1) - a_Start.z) / dir->z;
|
||||
tMax.z = (((float)pos.z + 1) - a_Start.z) / dir.z;
|
||||
}
|
||||
}
|
||||
|
||||
@ -135,15 +103,15 @@ int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
|
||||
{
|
||||
SetValues( a_Start, a_Direction );
|
||||
|
||||
const Vector3f End = a_Start + ((*dir) * (float)a_Distance);
|
||||
const Vector3f End = a_Start + (dir * (float)a_Distance);
|
||||
|
||||
// end voxel coordinates
|
||||
end1->x = (int)floorf(End.x);
|
||||
end1->y = (int)floorf(End.y);
|
||||
end1->z = (int)floorf(End.z);
|
||||
end1.x = (int)floorf(End.x);
|
||||
end1.y = (int)floorf(End.y);
|
||||
end1.z = (int)floorf(End.z);
|
||||
|
||||
// check if first is occupied
|
||||
if( pos->Equals( end1 ) )
|
||||
if( pos.Equals( end1 ) )
|
||||
{
|
||||
LOG("WARNING: cTracer: Start and end in same block");
|
||||
return 0;
|
||||
@ -155,54 +123,54 @@ int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
|
||||
while ( Iterations < a_Distance )
|
||||
{
|
||||
Iterations++;
|
||||
if(tMax->x < tMax->y && tMax->x < tMax->z)
|
||||
if(tMax.x < tMax.y && tMax.x < tMax.z)
|
||||
{
|
||||
tMax->x += tDelta->x;
|
||||
pos->x += step->x;
|
||||
tMax.x += tDelta.x;
|
||||
pos.x += step.x;
|
||||
}
|
||||
else if(tMax->y < tMax->z)
|
||||
else if(tMax.y < tMax.z)
|
||||
{
|
||||
tMax->y += tDelta->y;
|
||||
pos->y += step->y;
|
||||
tMax.y += tDelta.y;
|
||||
pos.y += step.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
tMax->z += tDelta->z;
|
||||
pos->z += step->z;
|
||||
tMax.z += tDelta.z;
|
||||
pos.z += step.z;
|
||||
}
|
||||
|
||||
if(step->x > 0.0f)
|
||||
if(step.x > 0.0f)
|
||||
{
|
||||
if(pos->x >= end1->x)
|
||||
if(pos.x >= end1.x)
|
||||
{
|
||||
reachedX = true;
|
||||
}
|
||||
}
|
||||
else if(pos->x <= end1->x)
|
||||
else if(pos.x <= end1.x)
|
||||
{
|
||||
reachedX = true;
|
||||
}
|
||||
|
||||
if(step->y > 0.0f)
|
||||
if(step.y > 0.0f)
|
||||
{
|
||||
if(pos->y >= end1->y)
|
||||
if(pos.y >= end1.y)
|
||||
{
|
||||
reachedY = true;
|
||||
}
|
||||
}
|
||||
else if(pos->y <= end1->y)
|
||||
else if(pos.y <= end1.y)
|
||||
{
|
||||
reachedY = true;
|
||||
}
|
||||
|
||||
if(step->z > 0.0f)
|
||||
if(step.z > 0.0f)
|
||||
{
|
||||
if(pos->z >= end1->z)
|
||||
if(pos.z >= end1.z)
|
||||
{
|
||||
reachedZ = true;
|
||||
}
|
||||
}
|
||||
else if(pos->z <= end1->z)
|
||||
else if(pos.z <= end1.z)
|
||||
{
|
||||
reachedZ = true;
|
||||
}
|
||||
@ -212,15 +180,15 @@ int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
|
||||
return false;
|
||||
}
|
||||
|
||||
char BlockID = m_World->GetBlock( pos->x, pos->y, pos->z );
|
||||
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
|
||||
//No collision with water ;)
|
||||
if ( BlockID != E_BLOCK_AIR || IsBlockWater(BlockID))
|
||||
{
|
||||
*BlockHitPosition = pos;
|
||||
int Normal = GetHitNormal(a_Start, End, *pos );
|
||||
BlockHitPosition = pos;
|
||||
int Normal = GetHitNormal(a_Start, End, pos );
|
||||
if(Normal > 0)
|
||||
{
|
||||
*HitNormal = *m_NormalTable[Normal-1];
|
||||
HitNormal = m_NormalTable[Normal-1];
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
@ -276,7 +244,7 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f
|
||||
return 0; // no intersection
|
||||
|
||||
//Vector3f I ( a_Ray->GetOrigin() + sI * u );//S.P0 + sI * u; // compute segment intersect point
|
||||
*RealHit = a_Origin + u * sI;
|
||||
RealHit = a_Origin + u * sI;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -1,32 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
#include "Vector3i.h"
|
||||
#include "Vector3f.h"
|
||||
|
||||
|
||||
class cWorld;
|
||||
class Vector3i;
|
||||
class Vector3f;
|
||||
class cTracer //tolua_export
|
||||
{ //tolua_export
|
||||
public: //tolua_export
|
||||
Vector3f* DotPos;
|
||||
Vector3f* BoxOffset;
|
||||
Vector3f DotPos;
|
||||
Vector3f BoxOffset;
|
||||
cTracer( cWorld* a_World); //tolua_export
|
||||
~cTracer(); //tolua_export
|
||||
int Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance ); //tolua_export
|
||||
void SetValues( const Vector3f & a_Start, const Vector3f & a_Direction ); //tolua_export
|
||||
Vector3f* BlockHitPosition; //tolua_export
|
||||
Vector3f* HitNormal; //tolua_export
|
||||
Vector3f* RealHit; //tolua_export
|
||||
Vector3f BlockHitPosition; //tolua_export
|
||||
Vector3f HitNormal; //tolua_export
|
||||
Vector3f RealHit; //tolua_export
|
||||
private:
|
||||
int intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f & a_End, const Vector3f & a_PlanePos, const Vector3f & a_PlaneNormal );
|
||||
int GetHitNormal( const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos);
|
||||
float SigNum( float a_Num );
|
||||
cWorld* m_World;
|
||||
|
||||
Vector3f* m_NormalTable[6];
|
||||
Vector3f m_NormalTable[6];
|
||||
|
||||
Vector3f* dir;
|
||||
Vector3f* tDelta;
|
||||
Vector3i* pos;
|
||||
Vector3i* end1;
|
||||
Vector3i* step;
|
||||
Vector3f* tMax;
|
||||
Vector3f dir;
|
||||
Vector3f tDelta;
|
||||
Vector3i pos;
|
||||
Vector3i end1;
|
||||
Vector3i step;
|
||||
Vector3f tMax;
|
||||
}; //tolua_export
|
Loading…
Reference in New Issue
Block a user