This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
116 lines
2.3 KiB
C++
116 lines
2.3 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.level.pathfinder.h"
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#include "path.h"
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Path::~Path()
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{
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if( nodes.data )
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{
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for( int i = 0; i < nodes.length; i++ )
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delete nodes.data[i];
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delete[] nodes.data;
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}
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}
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Path::Path(NodeArray nodes)
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{
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index = 0;
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length = nodes.length;
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// 4J - copying these nodes over from a NodeArray (which is an array of Node * references) to just a straight array of Nodes,
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// so that this Path is no longer dependent of Nodes allocated elsewhere and can handle its own destruction
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// Note: cameFrom pointer will be useless now but that isn't used once this is just a path
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this->nodes = NodeArray(length);
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for( int i = 0; i < length; i++ )
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{
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this->nodes.data[i] = new Node();
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memcpy(this->nodes.data[i],nodes[i],sizeof(Node));
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}
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}
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void Path::next()
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{
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index++;
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}
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bool Path::isDone()
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{
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return index >= length;
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}
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Node *Path::last()
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{
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if (length > 0)
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{
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return nodes[length - 1];
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}
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return NULL;
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}
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Node *Path::get(int i)
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{
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return nodes[i];
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}
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int Path::getSize()
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{
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return length;
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}
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void Path::setSize(int length)
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{
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this->length = length;
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}
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int Path::getIndex()
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{
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return index;
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}
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void Path::setIndex(int index)
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{
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this->index = index;
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}
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Vec3 *Path::getPos(shared_ptr<Entity> e, int index)
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{
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double x = nodes[index]->x + (int) (e->bbWidth + 1) * 0.5;
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double y = nodes[index]->y;
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double z = nodes[index]->z + (int) (e->bbWidth + 1) * 0.5;
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return Vec3::newTemp(x, y, z);
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}
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Vec3 *Path::currentPos(shared_ptr<Entity> e)
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{
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return getPos(e, index);
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}
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Vec3 *Path::currentPos()
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{
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return Vec3::newTemp( nodes[index]->x, nodes[index]->y, nodes[index]->z );
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}
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bool Path::sameAs(Path *path)
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{
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if (path == NULL) return false;
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if (path->nodes.length != nodes.length) return false;
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for (int i = 0; i < nodes.length; ++i)
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if (nodes[i]->x != path->nodes[i]->x || nodes[i]->y != path->nodes[i]->y || nodes[i]->z != path->nodes[i]->z) return false;
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return true;
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}
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bool Path::endsIn(Vec3 *pos)
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{
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Node *lastNode = last();
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if (lastNode == NULL) return false;
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return lastNode->x == (int) pos->x && lastNode->y == (int) pos->y && lastNode->z == (int) pos->z;
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}
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bool Path::endsInXZ(Vec3 *pos)
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{
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Node *lastNode = last();
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if (lastNode == NULL) return false;
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return lastNode->x == (int) pos->x && lastNode->z == (int) pos->z;
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} |