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- Cleaned up the code massively

- Stopped using cChunk in the GetShootVector class. Parameter is now the
Metadata of the block
- Stopped using cChunk in the SpawnProjectileFromDispenser method now
using coordinates and finding the chunk by itself.
- Removed the matrix calculations from GetShootVector.
This commit is contained in:
JoannisO 2014-06-03 17:21:38 +02:00
parent 545478802b
commit daae75b30b
2 changed files with 31 additions and 90 deletions

View File

@ -146,17 +146,11 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_FIRE_CHARGE:
{
if(Meta == E_META_DROPSPENSER_FACING_YP || Meta == E_META_DROPSPENSER_FACING_YM)
{
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkFireCharge, GetShootVector(a_Chunk) * 20);
}
else
{
Vector3d ShootVector = GetShootVector(a_Chunk);
ShootVector = ShootVector * 20;
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
int BlockX = (DispX + DispChunk->GetPosX() * cChunkDef::Width);
int BlockZ = (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkFireCharge, ShootVector);
}
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkFireCharge, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1);
@ -165,18 +159,11 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_ARROW:
{
if(Meta == E_META_DROPSPENSER_FACING_YP || Meta == E_META_DROPSPENSER_FACING_YM)
{
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkArrow, GetShootVector(a_Chunk) * 20);
}
else
{
Vector3d ShootVector = GetShootVector(a_Chunk);
ShootVector = ShootVector * 20;
ShootVector.y = ShootVector.y + 1;
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
int BlockX = (DispX + DispChunk->GetPosX() * cChunkDef::Width);
int BlockZ = (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkArrow, ShootVector);
}
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkArrow, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1);
@ -185,18 +172,11 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_SNOWBALL:
{
if(Meta == E_META_DROPSPENSER_FACING_YP || Meta == E_META_DROPSPENSER_FACING_YM)
{
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkSnowball, GetShootVector(a_Chunk) * 20);
}
else
{
Vector3d ShootVector = GetShootVector(a_Chunk);
ShootVector = ShootVector * 20;
ShootVector.y = ShootVector.y + 1;
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
int BlockX = (DispX + DispChunk->GetPosX() * cChunkDef::Width);
int BlockZ = (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkSnowball, ShootVector);
}
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkSnowball, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1);
@ -205,27 +185,18 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_EGG:
{
if(Meta == E_META_DROPSPENSER_FACING_YP || Meta == E_META_DROPSPENSER_FACING_YM)
{
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkEgg, GetShootVector(a_Chunk) * 20);
}
else
{
Vector3d ShootVector = GetShootVector(a_Chunk);
ShootVector = ShootVector * 20;
ShootVector.y = ShootVector.y + 1;
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
int BlockX = (DispX + DispChunk->GetPosX() * cChunkDef::Width);
int BlockZ = (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkEgg, ShootVector);
}
m_Contents.ChangeSlotCount(a_SlotNum, -1);
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkEgg, GetShootVector(Meta) * 20);
break;
}
case E_ITEM_FIREWORK_ROCKET:
{
SpawnProjectileFromDispenser(a_Chunk, DispX, DispY, DispZ, cProjectileEntity::pkFirework, GetShootVector(a_Chunk) * 0);
// TODO: Add the fireworks entity
m_Contents.ChangeSlotCount(a_SlotNum, -1);
@ -242,60 +213,34 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector)
void cDispenserEntity::SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector)
{
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_DispX, a_DispZ);
if(a_kind != E_ITEM_FIRE_CHARGE)
a_ShootVector.y = a_ShootVector.y + 1;
double EntityX = 0.5 + (a_DispX + DispChunk->GetPosX() * cChunkDef::Width);
double EntityZ = 0.5 + (a_DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
m_World->CreateProjectile((double) EntityX, (double) a_DispY + 0.5, (double) EntityZ, a_kind, NULL, NULL, &a_ShootVector);
m_World->CreateProjectile((double) a_BlockX + 0.5, (double) a_BlockY + 0.5, (double) a_BlockZ + 0.5, a_kind, NULL, NULL, &a_ShootVector);
}
Vector3d cDispenserEntity::GetShootVector(cChunk & a_Chunk)
Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE & a_Meta)
{
NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
int Direction = 0;
Matrix4d m;
Vector3d Look;
switch (Meta)
switch(a_Meta)
{
case E_META_DROPSPENSER_FACING_YP:
{
m.Init(Vector3d(), 0, 180, 0);
Look = m.Transform(Vector3d(0, 1, 0));
case E_META_DROPSPENSER_FACING_YP: return Vector3d(0, 1, 0); // UP
case E_META_DROPSPENSER_FACING_YM: return Vector3d(0, -1, 0); // DOWN
return Look; // UP
}
case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0); // WEST
case E_META_DROPSPENSER_FACING_XP: return Vector3d(1, 0, 0); // EAST
case E_META_DROPSPENSER_FACING_YM:
{
m.Init(Vector3d(), 0, -360, 0);
Look = m.Transform(Vector3d(0, -1, 0));
return Look; // DOWN
}
case E_META_DROPSPENSER_FACING_XM: Direction = 90; break; // WEST
case E_META_DROPSPENSER_FACING_XP: Direction = 270; break; // EAST
case E_META_DROPSPENSER_FACING_ZM: Direction = 180; break;
case E_META_DROPSPENSER_FACING_ZP: Direction = 0; break;
case E_META_DROPSPENSER_FACING_ZM: return Vector3d(0, 0, -1);
case E_META_DROPSPENSER_FACING_ZP: return Vector3d(0, 0, 1);
}
m.Init(Vector3d(), 0, Direction, 0);
Look = m.Transform(Vector3d(0, 0, 1));
return Look;
}
bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
{
cItem LiquidBucket(a_BucketItemType, 1);

View File

@ -23,10 +23,10 @@ public:
static const char * GetClassStatic(void) { return "cDispenserEntity"; }
/** Spawns a projectile of the given kind in front of the dispenser */
void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector); // tolua_export
void SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector);
/** Returns how to aim the projectile */
Vector3d GetShootVector(cChunk & a_Chunk); // tolua_export
Vector3d GetShootVector(NIBBLETYPE & a_Meta);
private:
// cDropSpenser overrides:
@ -38,7 +38,3 @@ private:
/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
} ; // tolua_export