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