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author | faketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-15 23:50:00 +0100 |
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committer | faketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-15 23:50:00 +0100 |
commit | d15d40ad6969cc2d0945853fa13622cbef9f5b98 (patch) | |
tree | d47f3bd2c09ee9578e68defd7804017ec8701cfb /source/cPickup.cpp | |
parent | New players no longer cause an assert (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/cPickup.cpp | 89 |
1 files changed, 42 insertions, 47 deletions
diff --git a/source/cPickup.cpp b/source/cPickup.cpp index b84e07314..bba9ae518 100644 --- a/source/cPickup.cpp +++ b/source/cPickup.cpp @@ -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);
}
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