diff options
Diffstat (limited to 'source/Entities')
-rw-r--r-- | source/Entities/Player.cpp | 30 | ||||
-rw-r--r-- | source/Entities/Player.h | 8 | ||||
-rw-r--r-- | source/Entities/ProjectileEntity.cpp | 32 | ||||
-rw-r--r-- | source/Entities/ProjectileEntity.h | 6 |
4 files changed, 38 insertions, 38 deletions
diff --git a/source/Entities/Player.cpp b/source/Entities/Player.cpp index 0cb047933..0943f61ff 100644 --- a/source/Entities/Player.cpp +++ b/source/Entities/Player.cpp @@ -857,6 +857,36 @@ void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) +Vector3d cPlayer::GetThrowStartPos(void) const +{ + Vector3d res = GetEyePosition(); + + // Adjust the position to be just outside the player's bounding box: + res.x += 0.16 * cos(GetPitch()); + res.y += -0.1; + res.z += 0.16 * sin(GetPitch()); + + return res; +} + + + + + +Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const +{ + Vector3d res = GetLookVector(); + res.Normalize(); + + // TODO: Add a slight random change (+-0.0075 in each direction) + + return res * a_SpeedCoeff; +} + + + + + void cPlayer::MoveTo( const Vector3d & a_NewPos ) { if ((a_NewPos.y < -990) && (GetPosY() > -100)) diff --git a/source/Entities/Player.h b/source/Entities/Player.h index 4adf946db..82ff48954 100644 --- a/source/Entities/Player.h +++ b/source/Entities/Player.h @@ -73,7 +73,7 @@ public: void CancelChargingBow(void); /// Returns true if the player is currently charging the bow - bool IsChargingBox(void) const { return m_IsChargingBow; } + bool IsChargingBow(void) const { return m_IsChargingBow; } void SetTouchGround( bool a_bTouchGround ); inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; } @@ -90,6 +90,12 @@ public: // tolua_begin + /// Returns the position where projectiles thrown by this player should start, player eye position + adjustment + Vector3d GetThrowStartPos(void) const; + + /// Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff. + Vector3d GetThrowSpeed(double a_SpeedCoeff) const; + /// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable eGameMode GetGameMode(void) const { return m_GameMode; } diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp index f405e9aa4..1dbc46ca1 100644 --- a/source/Entities/ProjectileEntity.cpp +++ b/source/Entities/ProjectileEntity.cpp @@ -230,7 +230,7 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : - super(pkArrow, &a_Player, PosFromPlayerPos(a_Player), SpeedFromPlayerLook(a_Player, a_Force), 0.5, 0.5), + super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), m_PickupState(psInSurvivalOrCreative), m_DamageCoeff(2) { @@ -240,36 +240,6 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : -Vector3d cArrowEntity::PosFromPlayerPos(const cPlayer & a_Player) -{ - Vector3d res = a_Player.GetEyePosition(); - - // Adjust the position to be just outside the player's bounding box: - res.x += 0.16 * cos(a_Player.GetPitch()); - res.y += -0.1; - res.z += 0.16 * sin(a_Player.GetPitch()); - - return res; -} - - - - - -Vector3d cArrowEntity::SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force) -{ - Vector3d res = a_Player.GetLookVector(); - res.Normalize(); - - // TODO: Add a slight random change (+-0.0075 in each direction) - - return res * a_Force * 1.5 * 20; -} - - - - - bool cArrowEntity::CanPickup(const cPlayer & a_Player) const { switch (m_PickupState) diff --git a/source/Entities/ProjectileEntity.h b/source/Entities/ProjectileEntity.h index 1569ad035..aa7ecc772 100644 --- a/source/Entities/ProjectileEntity.h +++ b/source/Entities/ProjectileEntity.h @@ -112,12 +112,6 @@ public: // tolua_begin - /// Returns the initial arrow position, as defined by the player eye position + adjustment. - static Vector3d PosFromPlayerPos(const cPlayer & a_Player); - - /// Returns the initial arrow speed, as defined by the player look vector and the force coefficient - static Vector3d SpeedFromPlayerLook(const cPlayer & a_Player, double a_Force); - /// Returns whether the arrow can be picked up by players ePickupState GetPickupState(void) const { return m_PickupState; } |