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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:
faketruth
2012-02-15 22:50:00 +00:00
parent 57a97e8036
commit d15d40ad69
12 changed files with 245 additions and 287 deletions

View File

@@ -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);
}