From ad89a0d460cc6afdc5a433695861cd0bf3ebeadd Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Wed, 4 Sep 2013 18:26:00 +0100 Subject: Pickups spawn with correct speed and position Added a comment-space as well. --- source/Entities/Entity.cpp | 2 +- source/World.cpp | 40 +++++++++++----------------------------- 2 files changed, 12 insertions(+), 30 deletions(-) (limited to 'source') diff --git a/source/Entities/Entity.cpp b/source/Entities/Entity.cpp index 7e118c74e..8388bf092 100644 --- a/source/Entities/Entity.cpp +++ b/source/Entities/Entity.cpp @@ -517,7 +517,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) } else { - //Push out entity. + // Push out entity. if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; } else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; } diff --git a/source/World.cpp b/source/World.cpp index ab783d7a7..718c86262 100644 --- a/source/World.cpp +++ b/source/World.cpp @@ -1514,22 +1514,13 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); - float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000)); + float SpeedY = 1; float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500)); - - // Add random offset to the spawn position: - int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - - // TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338), - // I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics - SpeedX = SpeedY = SpeedZ = 0; - - // TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position: - MicroX = (int)(floor(a_BlockX) * 32) + 16; - MicroY = (int)(floor(a_BlockY) * 32) + 16; - MicroZ = (int)(floor(a_BlockZ) * 32) + 16; + + // (FS #338 Fixed with mid block position spawn, previous TODOs/comments removed) + int MicroX = (int)(floor(a_BlockX) * 32) + 16; + int MicroY = (int)(floor(a_BlockY) * 32) + 16; + int MicroZ = (int)(floor(a_BlockZ) * 32) + 16; cPickup * Pickup = new cPickup( MicroX, MicroY, MicroZ, @@ -1545,23 +1536,14 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ) { - // TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338), - // I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics - a_SpeedX = a_SpeedY = a_SpeedZ = 0; - MTRand r1; for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { - // Add random offset to the spawn position: - int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16); - - // TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position: - MicroX = (int)(floor(a_BlockX) * 32) + 16; - MicroY = (int)(floor(a_BlockY) * 32) + 16; - MicroZ = (int)(floor(a_BlockZ) * 32) + 16; - + // (FS #338 Fixed with mid block position spawn, previous TODOs/comments removed) + int MicroX = (int)(floor(a_BlockX) * 32) + 16; + int MicroY = (int)(floor(a_BlockY) * 32) + 16; + int MicroZ = (int)(floor(a_BlockZ) * 32) + 16; + cPickup * Pickup = new cPickup( MicroX, MicroY, MicroZ, *itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ -- cgit v1.2.3