From d15d40ad6969cc2d0945853fa13622cbef9f5b98 Mon Sep 17 00:00:00 2001 From: faketruth Date: Wed, 15 Feb 2012 22:50:00 +0000 Subject: 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 --- source/cPickup.cpp | 89 ++++++++++++++++++++++++++---------------------------- 1 file changed, 42 insertions(+), 47 deletions(-) (limited to 'source/cPickup.cpp') 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); } -- cgit v1.2.3