From daae75b30b7d5e70a26e1518cd7c75988dbfdf9f Mon Sep 17 00:00:00 2001 From: JoannisO Date: Tue, 3 Jun 2014 17:21:38 +0200 Subject: - 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. --- src/BlockEntities/DispenserEntity.cpp | 113 +++++++++------------------------- src/BlockEntities/DispenserEntity.h | 8 +-- 2 files changed, 31 insertions(+), 90 deletions(-) (limited to 'src') diff --git a/src/BlockEntities/DispenserEntity.cpp b/src/BlockEntities/DispenserEntity.cpp index 043a140e3..2ac7c085c 100644 --- a/src/BlockEntities/DispenserEntity.cpp +++ b/src/BlockEntities/DispenserEntity.cpp @@ -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); - - double EntityX = 0.5 + (a_DispX + DispChunk->GetPosX() * cChunkDef::Width); - double EntityZ = 0.5 + (a_DispZ + DispChunk->GetPosZ() * cChunkDef::Width); + if(a_kind != E_ITEM_FIRE_CHARGE) + a_ShootVector.y = a_ShootVector.y + 1; - 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_YM: - { - m.Init(Vector3d(), 0, -360, 0); - Look = m.Transform(Vector3d(0, -1, 0)); - - return Look; // DOWN - } + 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_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); diff --git a/src/BlockEntities/DispenserEntity.h b/src/BlockEntities/DispenserEntity.h index 558cf41c5..5a2de7965 100644 --- a/src/BlockEntities/DispenserEntity.h +++ b/src/BlockEntities/DispenserEntity.h @@ -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 - - - - -- cgit v1.2.3