mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-21 23:08:21 +00:00
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:
+40
-40
@@ -78,7 +78,7 @@ public:
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uint32 in_npctype_id,
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float in_size,
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float in_runspeed,
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const xyz_heading& position,
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const glm::vec4& position,
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uint8 in_light,
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uint8 in_texture,
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uint8 in_helmtexture,
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@@ -294,10 +294,10 @@ public:
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inline virtual uint32 GetNimbusEffect2() const { return nimbus_effect2; }
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inline virtual uint32 GetNimbusEffect3() const { return nimbus_effect3; }
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void RemoveNimbusEffect(int effectid);
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inline const xyz_location& GetTargetRingLocation() const { return m_TargetRing; }
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inline float GetTargetRingX() const { return m_TargetRing.m_X; }
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inline float GetTargetRingY() const { return m_TargetRing.m_Y; }
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inline float GetTargetRingZ() const { return m_TargetRing.m_Z; }
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inline const glm::vec3& GetTargetRingLocation() const { return m_TargetRing; }
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inline float GetTargetRingX() const { return m_TargetRing.x; }
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inline float GetTargetRingY() const { return m_TargetRing.y; }
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inline float GetTargetRingZ() const { return m_TargetRing.z; }
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inline bool HasEndurUpkeep() const { return endur_upkeep; }
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inline void SetEndurUpkeep(bool val) { endur_upkeep = val; }
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@@ -399,19 +399,19 @@ public:
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((static_cast<float>(cur_mana) / max_mana) * 100); }
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virtual int32 CalcMaxMana();
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uint32 GetNPCTypeID() const { return npctype_id; }
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inline const xyz_heading GetPosition() const { return m_Position; }
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inline const float GetX() const { return m_Position.m_X; }
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inline const float GetY() const { return m_Position.m_Y; }
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inline const float GetZ() const { return m_Position.m_Z; }
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inline const float GetHeading() const { return m_Position.m_Heading; }
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inline const glm::vec4 GetPosition() const { return m_Position; }
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inline const float GetX() const { return m_Position.x; }
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inline const float GetY() const { return m_Position.y; }
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inline const float GetZ() const { return m_Position.z; }
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inline const float GetHeading() const { return m_Position.w; }
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inline const float GetSize() const { return size; }
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inline const float GetBaseSize() const { return base_size; }
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inline const float GetTarX() const { return m_TargetLocation.m_X; }
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inline const float GetTarY() const { return m_TargetLocation.m_Y; }
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inline const float GetTarZ() const { return m_TargetLocation.m_Z; }
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inline const float GetTarVX() const { return m_TargetV.m_X; }
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inline const float GetTarVY() const { return m_TargetV.m_Y; }
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inline const float GetTarVZ() const { return m_TargetV.m_Z; }
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inline const float GetTarX() const { return m_TargetLocation.x; }
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inline const float GetTarY() const { return m_TargetLocation.y; }
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inline const float GetTarZ() const { return m_TargetLocation.z; }
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inline const float GetTarVX() const { return m_TargetV.x; }
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inline const float GetTarVY() const { return m_TargetV.y; }
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inline const float GetTarVZ() const { return m_TargetV.z; }
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inline const float GetTarVector() const { return tar_vector; }
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inline const uint8 GetTarNDX() const { return tar_ndx; }
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bool IsBoat() const;
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@@ -426,9 +426,9 @@ public:
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virtual inline int32 GetPrimaryFaction() const { return 0; }
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//Movement
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void Warp(const xyz_location& location);
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void Warp(const glm::vec3& location);
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inline bool IsMoving() const { return moving; }
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virtual void SetMoving(bool move) { moving = move; m_Delta = xyz_heading::Origin(); }
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virtual void SetMoving(bool move) { moving = move; m_Delta = glm::vec4(); }
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virtual void GoToBind(uint8 bindnum = 0) { }
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virtual void Gate();
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float GetWalkspeed() const { return(_GetMovementSpeed(-47)); }
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@@ -438,15 +438,15 @@ public:
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bool IsRunning() const { return m_is_running; }
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void SetRunning(bool val) { m_is_running = val; }
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virtual void GMMove(float x, float y, float z, float heading = 0.01, bool SendUpdate = true);
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void SetDelta(const xyz_heading& delta);
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void SetDelta(const glm::vec4& delta);
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void SetTargetDestSteps(uint8 target_steps) { tar_ndx = target_steps; }
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void SendPosUpdate(uint8 iSendToSelf = 0);
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void MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct* spu);
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void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
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void SendPosition();
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void SetFlyMode(uint8 flymode);
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inline void Teleport(Map::Vertex NewPosition) { m_Position.m_X = NewPosition.x; m_Position.m_Y = NewPosition.y;
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m_Position.m_Z = NewPosition.z; };
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inline void Teleport(glm::vec3 NewPosition) { m_Position.x = NewPosition.x; m_Position.y = NewPosition.y;
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m_Position.z = NewPosition.z; };
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//AI
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static uint32 GetLevelCon(uint8 mylevel, uint8 iOtherLevel);
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@@ -467,8 +467,8 @@ public:
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bool IsEngaged() { return(!hate_list.IsHateListEmpty()); }
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bool HateSummon();
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void FaceTarget(Mob* MobToFace = 0);
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void SetHeading(float iHeading) { if(m_Position.m_Heading != iHeading) { pLastChange = Timer::GetCurrentTime();
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m_Position.m_Heading = iHeading; } }
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void SetHeading(float iHeading) { if(m_Position.w != iHeading) { pLastChange = Timer::GetCurrentTime();
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m_Position.w = iHeading; } }
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void WipeHateList();
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void AddFeignMemory(Client* attacker);
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void RemoveFromFeignMemory(Client* attacker);
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@@ -814,10 +814,10 @@ public:
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void SetDontCureMeBefore(uint32 time) { pDontCureMeBefore = time; }
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// calculate interruption of spell via movement of mob
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void SaveSpellLoc() {m_SpellLocation = m_Position; }
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inline float GetSpellX() const {return m_SpellLocation.m_X;}
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inline float GetSpellY() const {return m_SpellLocation.m_Y;}
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inline float GetSpellZ() const {return m_SpellLocation.m_Z;}
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void SaveSpellLoc() { m_SpellLocation = glm::vec3(m_Position); }
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inline float GetSpellX() const {return m_SpellLocation.x;}
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inline float GetSpellY() const {return m_SpellLocation.y;}
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inline float GetSpellZ() const {return m_SpellLocation.z;}
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inline bool IsGrouped() const { return isgrouped; }
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void SetGrouped(bool v);
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inline bool IsRaidGrouped() const { return israidgrouped; }
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@@ -869,7 +869,7 @@ public:
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Shielders_Struct shielder[MAX_SHIELDERS];
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Trade* trade;
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inline xyz_heading GetCurrentWayPoint() const { return m_CurrentWayPoint; }
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inline glm::vec4 GetCurrentWayPoint() const { return m_CurrentWayPoint; }
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inline float GetCWPP() const { return(static_cast<float>(cur_wp_pause)); }
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inline int GetCWP() const { return(cur_wp); }
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void SetCurrentWP(uint16 waypoint) { cur_wp = waypoint; }
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@@ -1013,7 +1013,7 @@ protected:
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uint8 level;
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uint8 orig_level;
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uint32 npctype_id;
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xyz_heading m_Position;
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glm::vec4 m_Position;
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uint16 animation;
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float base_size;
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float size;
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@@ -1046,7 +1046,7 @@ protected:
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virtual int16 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
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void CalculateNewFearpoint();
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float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
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Map::Vertex UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
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glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
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void PrintRoute();
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virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
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@@ -1062,7 +1062,7 @@ protected:
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char clean_name[64];
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char lastname[64];
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xyz_heading m_Delta;
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glm::vec4 m_Delta;
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uint8 light;
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@@ -1083,7 +1083,7 @@ protected:
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//spell casting vars
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Timer spellend_timer;
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uint16 casting_spell_id;
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xyz_location m_SpellLocation;
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glm::vec3 m_SpellLocation;
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int attacked_count;
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bool delaytimer;
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uint16 casting_spell_targetid;
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@@ -1102,7 +1102,7 @@ protected:
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bool ActiveProjectileATK;
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tProjatk ProjectileAtk[MAX_SPELL_PROJECTILE];
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xyz_location m_RewindLocation;
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glm::vec3 m_RewindLocation;
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Timer rewind_timer;
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@@ -1199,18 +1199,18 @@ protected:
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int pausetype;
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int cur_wp;
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xyz_heading m_CurrentWayPoint;
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glm::vec4 m_CurrentWayPoint;
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int cur_wp_pause;
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int patrol;
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xyz_location m_FearWalkTarget;
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glm::vec3 m_FearWalkTarget;
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bool curfp;
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// Pathing
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//
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Map::Vertex PathingDestination;
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Map::Vertex PathingLastPosition;
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glm::vec3 PathingDestination;
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glm::vec3 PathingLastPosition;
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int PathingLoopCount;
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int PathingLastNodeVisited;
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std::deque<int> Route;
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@@ -1239,13 +1239,13 @@ protected:
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bool pet_owner_client; //Flags regular and pets as belonging to a client
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EGNode *_egnode; //the EG node we are in
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xyz_location m_TargetLocation;
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glm::vec3 m_TargetLocation;
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uint8 tar_ndx;
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float tar_vector;
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xyz_location m_TargetV;
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glm::vec3 m_TargetV;
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float test_vector;
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xyz_location m_TargetRing;
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glm::vec3 m_TargetRing;
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uint32 m_spellHitsLeft[38]; // Used to track which spells will have their numhits incremented when spell finishes casting, 38 Buffslots
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int flymode;
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