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author | keyboard.osh@gmail.com <keyboard.osh@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-03-22 07:33:10 +0100 |
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committer | keyboard.osh@gmail.com <keyboard.osh@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-03-22 07:33:10 +0100 |
commit | 39e4bd323914143408120fc914fd1c52557baac6 (patch) | |
tree | 434530690980e923d6b989b494e9fa9a4c6699ac /source/Mobs | |
parent | DelayedFluidSimulator: optimized block storage for large amounts of blocks. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Mobs/AggressiveMonster.cpp | 2 | ||||
-rw-r--r-- | source/Mobs/Monster.cpp | 86 |
2 files changed, 45 insertions, 43 deletions
diff --git a/source/Mobs/AggressiveMonster.cpp b/source/Mobs/AggressiveMonster.cpp index 14c3135be..0a5461837 100644 --- a/source/Mobs/AggressiveMonster.cpp +++ b/source/Mobs/AggressiveMonster.cpp @@ -39,7 +39,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom) } } - Vector3f Pos = Vector3f( m_Pos ); + Vector3f Pos = Vector3f( GetPosition() ); Vector3f Their = Vector3f( m_Target->GetPosition() ); if ((Their - Pos).Length() <= m_AttackRange) { diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp index a2819a0bd..e8d8f7571 100644 --- a/source/Mobs/Monster.cpp +++ b/source/Mobs/Monster.cpp @@ -76,7 +76,7 @@ void cMonster::MoveToPosition( const Vector3f & a_Position ) bool cMonster::ReachedDestination() { - Vector3f Distance = (m_Destination) - Vector3f( m_Pos ); + Vector3f Distance = (m_Destination) - GetPosition(); if( Distance.SqrLength() < 2.f ) return true; @@ -106,20 +106,20 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) if (m_bMovingToDestination) { - Vector3f Pos( m_Pos ); + Vector3f Pos( GetPosition() ); Vector3f Distance = m_Destination - Pos; if( !ReachedDestination() ) { Distance.y = 0; Distance.Normalize(); Distance *= 3; - m_Speed.x = Distance.x; - m_Speed.z = Distance.z; + SetSpeedX( Distance.x ); + SetSpeedZ( Distance.z ); if (m_EMState == ESCAPING) { //Runs Faster when escaping :D otherwise they just walk away - m_Speed.x *= 2.f; - m_Speed.z *= 2.f; + SetSpeedX (GetSpeedX() * 2.f); + SetSpeedZ (GetSpeedZ() * 2.f); } } else @@ -127,25 +127,23 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) m_bMovingToDestination = false; } - if( m_Speed.SqrLength() > 0.f ) + if( GetSpeed().SqrLength() > 0.f ) { if( m_bOnGround ) { - Vector3f NormSpeed = m_Speed.NormalizeCopy(); - Vector3f NextBlock = Vector3f( m_Pos ) + NormSpeed; + Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy(); + Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed; double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z ); - if( NextHeight > m_Pos.y - 1.2 && NextHeight - m_Pos.y < 2.5 ) + if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 ) { m_bOnGround = false; - m_Speed.y = 7.f; // Jump!! + SetSpeedY(5.f); // Jump!! } } } } - - ReplicateMovement(); - Vector3d Distance = m_Destination - Vector3f( m_Pos ); + Vector3d Distance = m_Destination - GetPosition(); if (Distance.SqrLength() > 0.1f) { double Rotation, Pitch; @@ -154,7 +152,11 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) SetRotation( Rotation ); SetPitch( Pitch ); } - + + HandlePhysics(a_Dt); + BroadcastMovementUpdate(); + MoveToCorrectChunk(); + switch (m_EMState) { case IDLE: @@ -182,7 +184,7 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) - +//Not used. Will remove later when we implement the AI. void cMonster::ReplicateMovement() { if (m_bDirtyOrientation && !m_bDirtyPosition) @@ -237,59 +239,59 @@ void cMonster::HandlePhysics(float a_Dt) if( m_bOnGround ) // check if it's still on the ground { cWorld* World = GetWorld(); - if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y -1, (int)m_Pos.z ) == E_BLOCK_AIR ) + if( World->GetBlock( (int)GetPosX(), (int)GetPosY() -1, (int)GetPosZ() ) == E_BLOCK_AIR ) { m_bOnGround = false; } - if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z ) != E_BLOCK_AIR ) // If in ground itself, push it out + if( World->GetBlock( (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ) != E_BLOCK_AIR ) // If in ground itself, push it out { m_bOnGround = true; - m_Pos.y += 0.2; + SetPosY(GetPosY() + 0.2); m_bDirtyPosition = true; } - 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; + SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt)); + if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0); + SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt)); + if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0); } if( !m_bOnGround ) { float Gravity = -9.81f*a_Dt; - m_Speed.y += Gravity; + SetSpeedY(GetSpeedY() + Gravity); } - if( m_Speed.SqrLength() > 0.f ) + if( GetSpeed().SqrLength() > 0.f ) { cTracer Tracer( GetWorld() ); - int Ret = Tracer.Trace( m_Pos, m_Speed, 2 ); + int Ret = Tracer.Trace( GetPosition(), GetSpeed(), 2 ); if( Ret ) // Oh noez! we hit something { // Set to hit position - if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_Speed * a_Dt ).SqrLength() ) + if( (Tracer.RealHit - GetPosition()).SqrLength() <= ( GetSpeed() * a_Dt ).SqrLength() ) { 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 ) SetSpeedX(0.f); + if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f); + if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f); if( Tracer.HitNormal.y > 0 ) // means on ground { m_bOnGround = true; } } - m_Pos = Tracer.RealHit; - m_Pos += Tracer.HitNormal * 0.2f; - + SetPosition(Tracer.RealHit); + SetPosX(GetPosX() + (Tracer.HitNormal.x * 0.5f)); + SetPosZ(GetPosZ() + (Tracer.HitNormal.z * 0.5f)); } else - m_Pos += m_Speed*a_Dt; + SetPosition(GetPosition() + (GetSpeed()*a_Dt)); } else { // We didn't hit anything, so move =] - m_Pos += m_Speed*a_Dt; + SetPosition(GetPosition() + (GetSpeed()*a_Dt)); } m_bDirtyPosition = true; @@ -303,7 +305,7 @@ void cMonster::HandlePhysics(float a_Dt) void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { super::DoTakeDamage(a_TDI); - if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(m_Pos.x * 8), (int)(m_Pos.y * 8), (int)(m_Pos.z * 8), 1.0f, 0.8f); + if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); if (a_TDI.Attacker != NULL) { m_Target = a_TDI.Attacker; @@ -318,7 +320,7 @@ void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) void cMonster::KilledBy(cPawn * a_Killer) { super::KilledBy(a_Killer); - if(m_SoundHurt != "") m_World->BroadcastSoundEffect(m_SoundDeath, (int)(m_Pos.x * 8), (int)(m_Pos.y * 8), (int)(m_Pos.z * 8), 1.0f, 0.8f); + if(m_SoundHurt != "") m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); m_DestroyTimer = 0; } @@ -396,7 +398,7 @@ void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom) if (m_Target != NULL) { pos = m_Target->GetPosition(); - if ((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length())) + if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length())) { EventLosePlayer(); } @@ -451,8 +453,8 @@ void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom) Dist.z = (float)((a_TickRandom.randInt() % 11) - 5); if ((Dist.SqrLength() > 2) && (rem >= 3)) { - m_Destination.x = (float)(m_Pos.x + Dist.x); - m_Destination.z = (float)(m_Pos.z + Dist.z); + m_Destination.x = (float)(GetPosX() + Dist.x); + m_Destination.z = (float)(GetPosZ() + Dist.z); m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f; MoveToPosition(m_Destination); } @@ -483,7 +485,7 @@ void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom) if (m_Target != NULL) { - Vector3d newloc = m_Pos; + Vector3d newloc = GetPosition(); newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance); newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance); MoveToPosition(newloc); @@ -518,7 +520,7 @@ void cMonster::Attack(float a_Dt) // Checks for Players close by and if they are visible return the closest cPlayer * cMonster::FindClosestPlayer(void) { - return m_World->FindClosestPlayer(m_Pos, m_SightDistance); + return m_World->FindClosestPlayer(GetPosition(), m_SightDistance); } |