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
+44 -44
View File
@@ -49,7 +49,7 @@ Mob::Mob(const char* in_name,
uint32 in_npctype_id,
float in_size,
float in_runspeed,
const xyz_heading& position,
const glm::vec4& position,
uint8 in_light,
uint8 in_texture,
uint8 in_helmtexture,
@@ -99,8 +99,8 @@ Mob::Mob(const char* in_name,
gravity_timer(1000),
viral_timer(0),
m_FearWalkTarget(-999999.0f,-999999.0f,-999999.0f),
m_TargetLocation(xyz_location::Origin()),
m_TargetV(xyz_location::Origin()),
m_TargetLocation(glm::vec3()),
m_TargetV(glm::vec3()),
flee_timer(FLEE_CHECK_TIMER),
m_Position(position)
{
@@ -112,7 +112,7 @@ Mob::Mob(const char* in_name,
AI_Init();
SetMoving(false);
moved=false;
m_RewindLocation = xyz_location::Origin();
m_RewindLocation = glm::vec3();
move_tic_count = 0;
_egnode = nullptr;
@@ -243,7 +243,7 @@ Mob::Mob(const char* in_name,
}
}
m_Delta = xyz_heading::Origin();
m_Delta = glm::vec4();
animation = 0;
logging_enabled = false;
@@ -316,7 +316,7 @@ Mob::Mob(const char* in_name,
wandertype=0;
pausetype=0;
cur_wp = 0;
m_CurrentWayPoint = xyz_heading::Origin();
m_CurrentWayPoint = glm::vec4();
cur_wp_pause = 0;
patrol=0;
follow=0;
@@ -363,7 +363,7 @@ Mob::Mob(const char* in_name,
nimbus_effect3 = 0;
m_targetable = true;
m_TargetRing = xyz_location::Origin();
m_TargetRing = glm::vec3();
flymode = FlyMode3;
// Pathing
@@ -882,10 +882,10 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
}
ns->spawn.heading = FloatToEQ19(m_Position.m_Heading);
ns->spawn.x = FloatToEQ19(m_Position.m_X);//((int32)x_pos)<<3;
ns->spawn.y = FloatToEQ19(m_Position.m_Y);//((int32)y_pos)<<3;
ns->spawn.z = FloatToEQ19(m_Position.m_Z);//((int32)z_pos)<<3;
ns->spawn.heading = FloatToEQ19(m_Position.w);
ns->spawn.x = FloatToEQ19(m_Position.x);//((int32)x_pos)<<3;
ns->spawn.y = FloatToEQ19(m_Position.y);//((int32)y_pos)<<3;
ns->spawn.z = FloatToEQ19(m_Position.z);//((int32)z_pos)<<3;
ns->spawn.spawnId = GetID();
ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
ns->spawn.max_hp = 100; //this field needs a better name
@@ -1210,13 +1210,13 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
memset(spu,0xff,sizeof(PlayerPositionUpdateServer_Struct));
spu->spawn_id = GetID();
spu->x_pos = FloatToEQ19(m_Position.m_X);
spu->y_pos = FloatToEQ19(m_Position.m_Y);
spu->z_pos = FloatToEQ19(m_Position.m_Z);
spu->x_pos = FloatToEQ19(m_Position.x);
spu->y_pos = FloatToEQ19(m_Position.y);
spu->z_pos = FloatToEQ19(m_Position.z);
spu->delta_x = NewFloatToEQ13(0);
spu->delta_y = NewFloatToEQ13(0);
spu->delta_z = NewFloatToEQ13(0);
spu->heading = FloatToEQ19(m_Position.m_Heading);
spu->heading = FloatToEQ19(m_Position.w);
spu->animation = 0;
spu->delta_heading = NewFloatToEQ13(0);
spu->padding0002 =0;
@@ -1229,13 +1229,13 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
// this is for SendPosUpdate()
void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
spu->spawn_id = GetID();
spu->x_pos = FloatToEQ19(m_Position.m_X);
spu->y_pos = FloatToEQ19(m_Position.m_Y);
spu->z_pos = FloatToEQ19(m_Position.m_Z);
spu->delta_x = NewFloatToEQ13(m_Delta.m_X);
spu->delta_y = NewFloatToEQ13(m_Delta.m_Y);
spu->delta_z = NewFloatToEQ13(m_Delta.m_Z);
spu->heading = FloatToEQ19(m_Position.m_Heading);
spu->x_pos = FloatToEQ19(m_Position.x);
spu->y_pos = FloatToEQ19(m_Position.y);
spu->z_pos = FloatToEQ19(m_Position.z);
spu->delta_x = NewFloatToEQ13(m_Delta.x);
spu->delta_y = NewFloatToEQ13(m_Delta.y);
spu->delta_z = NewFloatToEQ13(m_Delta.z);
spu->heading = FloatToEQ19(m_Position.w);
spu->padding0002 =0;
spu->padding0006 =7;
spu->padding0014 =0x7f;
@@ -1244,7 +1244,7 @@ void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
spu->animation = animation;
else
spu->animation = pRunAnimSpeed;//animation;
spu->delta_heading = NewFloatToEQ13(m_Delta.m_Heading);
spu->delta_heading = NewFloatToEQ13(m_Delta.w);
}
void Mob::ShowStats(Client* client)
@@ -1360,11 +1360,11 @@ void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
entity_list.ProcessMove(CastToNPC(), x, y, z);
}
m_Position.m_X = x;
m_Position.m_Y = y;
m_Position.m_Z = z;
if (m_Position.m_Heading != 0.01)
this->m_Position.m_Heading = heading;
m_Position.x = x;
m_Position.y = y;
m_Position.z = z;
if (m_Position.w != 0.01)
this->m_Position.w = heading;
if(IsNPC())
CastToNPC()->SaveGuardSpot(true);
if(SendUpdate)
@@ -2408,7 +2408,7 @@ bool Mob::HateSummon() {
entity_list.MessageClose(this, true, 500, MT_Say, "%s says,'You will not evade me, %s!' ", GetCleanName(), target->GetCleanName() );
if (target->IsClient()) {
target->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), m_Position.m_X, m_Position.m_Y, m_Position.m_Z, target->GetHeading(), 0, SummonPC);
target->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), m_Position.x, m_Position.y, m_Position.z, target->GetHeading(), 0, SummonPC);
}
else {
#ifdef BOTS
@@ -2419,7 +2419,7 @@ bool Mob::HateSummon() {
}
#endif //BOTS
target->GMMove(m_Position.m_X, m_Position.m_Y, m_Position.m_Z, target->GetHeading());
target->GMMove(m_Position.x, m_Position.y, m_Position.z, target->GetHeading());
}
return true;
@@ -2833,12 +2833,12 @@ void Mob::SetNextIncHPEvent( int inchpevent )
nextinchpevent = inchpevent;
}
//warp for quest function,from sandy
void Mob::Warp(const xyz_location& location)
void Mob::Warp(const glm::vec3& location)
{
if(IsNPC())
entity_list.ProcessMove(CastToNPC(), location.m_X, location.m_Y, location.m_Z);
entity_list.ProcessMove(CastToNPC(), location.x, location.y, location.z);
m_Position = location;
m_Position = glm::vec4(location, m_Position.w);
Mob* target = GetTarget();
if (target)
@@ -3055,11 +3055,11 @@ float Mob::FindGroundZ(float new_x, float new_y, float z_offset)
float ret = -999999;
if (zone->zonemap != nullptr)
{
Map::Vertex me;
me.x = m_Position.m_X;
me.y = m_Position.m_Y;
me.z = m_Position.m_Z + z_offset;
Map::Vertex hit;
glm::vec3 me;
me.x = m_Position.x;
me.y = m_Position.y;
me.z = m_Position.z + z_offset;
glm::vec3 hit;
float best_z = zone->zonemap->FindBestZ(me, &hit);
if (best_z != -999999)
{
@@ -3075,11 +3075,11 @@ float Mob::GetGroundZ(float new_x, float new_y, float z_offset)
float ret = -999999;
if (zone->zonemap != 0)
{
Map::Vertex me;
me.x = m_Position.m_X;
me.y = m_Position.m_Y;
me.z = m_Position.m_Z+z_offset;
Map::Vertex hit;
glm::vec3 me;
me.x = m_Position.x;
me.y = m_Position.y;
me.z = m_Position.z+z_offset;
glm::vec3 hit;
float best_z = zone->zonemap->FindBestZ(me, &hit);
if (best_z != -999999)
{
@@ -3173,7 +3173,7 @@ void Mob::TriggerDefensiveProcs(const ItemInst* weapon, Mob *on, uint16 hand, in
}
}
void Mob::SetDelta(const xyz_heading& delta) {
void Mob::SetDelta(const glm::vec4& delta) {
m_Delta = delta;
}