Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+10 -10
View File
@@ -175,7 +175,7 @@ bool Client::CanFish() {
if(zone->zonemap != nullptr && zone->watermap != nullptr && RuleB(Watermap, CheckForWaterWhenFishing)) {
xyz_location rodPosition;
glm::vec3 rodPosition;
// Tweak Rod and LineLength if required
const float RodLength = RuleR(Watermap, FishingRodLength);
const float LineLength = RuleR(Watermap, FishingLineLength);
@@ -184,17 +184,17 @@ bool Client::CanFish() {
HeadingDegrees = (int) ((GetHeading()*360)/256);
HeadingDegrees = HeadingDegrees % 360;
rodPosition.m_X = m_Position.m_X + RodLength * sin(HeadingDegrees * M_PI/180.0f);
rodPosition.m_Y = m_Position.m_Y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
rodPosition.x = m_Position.x + RodLength * sin(HeadingDegrees * M_PI/180.0f);
rodPosition.y = m_Position.y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
// and go 1 unit into the water.
Map::Vertex dest;
dest.x = rodPosition.m_X;
dest.y = rodPosition.m_Y;
dest.z = m_Position.m_Z+10;
glm::vec3 dest;
dest.x = rodPosition.x;
dest.y = rodPosition.y;
dest.z = m_Position.z+10;
rodPosition.m_Z = zone->zonemap->FindBestZ(dest, nullptr) + 4;
rodPosition.z = zone->zonemap->FindBestZ(dest, nullptr) + 4;
bool in_lava = zone->watermap->InLava(rodPosition);
bool in_water = zone->watermap->InWater(rodPosition) || zone->watermap->InVWater(rodPosition);
//Message(0, "Rod is at %4.3f, %4.3f, %4.3f, InWater says %d, InLava says %d", RodX, RodY, RodZ, in_water, in_lava);
@@ -202,7 +202,7 @@ bool Client::CanFish() {
Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
return false;
}
if((!in_water) || (m_Position.m_Z-rodPosition.m_Z)>LineLength) { //Didn't hit the water OR the water is too far below us
if((!in_water) || (m_Position.z-rodPosition.z)>LineLength) { //Didn't hit the water OR the water is too far below us
Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps?
return false;
}
@@ -274,7 +274,7 @@ void Client::GoFish()
const NPCType* tmp = database.GetNPCType(npc_id);
if(tmp != nullptr) {
auto positionNPC = GetPosition();
positionNPC.m_X = positionNPC.m_X + 3;
positionNPC.x = positionNPC.x + 3;
NPC* npc = new NPC(tmp, nullptr, positionNPC, FlyMode3);
npc->AddLootTable();