forked from Mirrorlandia_minetest/minetest
LocalPlayer: Fix code-style
This commit is contained in:
parent
eea082ee3f
commit
16d6ca3937
@ -41,7 +41,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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{
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if (nodeboxes.empty())
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return aabb3f(0, 0, 0, 0, 0, 0);
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return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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aabb3f b_max;
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@ -76,12 +76,12 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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bool new_sneak_node_exists = m_sneak_node_exists;
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// We want the top of the sneak node to be below the players feet
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f32 position_y_mod = 0.05 * BS;
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f32 position_y_mod = 0.05f * BS;
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if (m_sneak_node_exists)
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position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
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// Get position of current standing node
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const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
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if (current_node != m_sneak_node) {
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new_sneak_node_exists = false;
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@ -97,7 +97,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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// Get new sneak node
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m_sneak_ladder_detected = false;
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f32 min_distance_f = 100000.0 * BS;
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f32 min_distance_f = 100000.0f * BS;
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for (const auto &d : dir9_center) {
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const v3s16 p = current_node + d;
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@ -106,8 +106,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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f32 distance_f = diff.getLength();
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if (distance_f > min_distance_f ||
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fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
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fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
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fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
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fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
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continue;
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@ -118,9 +118,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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// And the node(s) above have to be nonwalkable
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bool ok = true;
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if (!physics_override_sneak_glitch) {
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u16 height = ceilf(
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(m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
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);
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u16 height =
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ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
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for (u16 y = 1; y <= height; y++) {
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node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable) {
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@ -169,10 +168,9 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info)
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{
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if (!collision_info || collision_info->empty()) {
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// Node at feet position, update each ClientEnvironment::step()
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if (!collision_info || collision_info->empty())
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m_standing_node = floatToInt(m_position, BS);
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}
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// Temporary option for old move code
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if (!physics_override_new_move) {
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@ -188,7 +186,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Copy parent position if local player is attached
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if (isAttached) {
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setPosition(overridePosition);
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added_velocity = v3f(); // ignored
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added_velocity = v3f(0.0f); // ignored
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return;
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}
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@ -202,12 +200,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (noclip && free_move) {
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position += m_speed * dtime;
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setPosition(position);
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added_velocity = v3f(); // ignored
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added_velocity = v3f(0.0f); // ignored
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return;
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}
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m_speed += added_velocity;
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added_velocity = v3f();
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added_velocity = v3f(0.0f);
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/*
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Collision detection
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@ -224,7 +222,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// If in liquid, the threshold of coming out is at higher y
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if (in_liquid)
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{
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pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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@ -232,11 +230,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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} else {
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in_liquid = false;
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}
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}
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} else {
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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@ -250,7 +247,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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/*
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Check if player is in liquid (the stable value)
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*/
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pp = floatToInt(position + v3f(0,0,0), BS);
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pp = floatToInt(position + v3f(0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
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@ -262,9 +259,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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Check if player is climbing
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*/
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pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
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v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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bool is_valid_position2;
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MapNode node2 = map->getNode(pp2, &is_valid_position2);
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@ -272,8 +268,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (!(is_valid_position && is_valid_position2)) {
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is_climbing = false;
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} else {
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is_climbing = (nodemgr->get(node.getContent()).climbable
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|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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is_climbing = (nodemgr->get(node.getContent()).climbable ||
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nodemgr->get(node2.getContent()).climbable) && !free_move;
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}
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/*
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@ -282,7 +278,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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f32 d = 0.15f * BS;
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// This should always apply, otherwise there are glitches
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sanity_check(d > pos_max_d);
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@ -292,7 +288,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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float player_stepheight = (m_cao == nullptr) ? 0.0f :
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(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
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v3f accel_f = v3f(0,0,0);
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v3f accel_f;
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const v3f initial_position = position;
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const v3f initial_speed = m_speed;
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@ -346,7 +342,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (m_sneak_ladder_detected) {
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// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
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sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
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}
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/*
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@ -370,12 +366,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
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if (position.X != old_pos.X)
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m_speed.X = 0;
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m_speed.X = 0.0f;
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if (position.Z != old_pos.Z)
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m_speed.Z = 0;
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m_speed.Z = 0.0f;
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}
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if (y_diff > 0 && m_speed.Y <= 0 &&
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if (y_diff > 0 && m_speed.Y <= 0.0f &&
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(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
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// Move player to the maximal height when falling or when
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// the ledge is climbed on the next step.
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@ -383,11 +379,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Smoothen the movement (based on 'position.Y = bmax.Y')
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position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
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position.Y = std::min(position.Y, bmax.Y);
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m_speed.Y = 0;
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m_speed.Y = 0.0f;
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}
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// Allow jumping on node edges while sneaking
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if (m_speed.Y == 0 || m_sneak_ladder_detected)
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if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
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sneak_can_jump = true;
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if (collision_info &&
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@ -431,11 +427,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNode(camera_np);
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if (n.getContent() != CONTENT_IGNORE) {
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if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
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camera_barely_in_ceiling = true;
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}
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}
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}
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/*
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Check properties of the node on which the player is standing
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@ -444,16 +439,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing)
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|| sneak_can_jump) && !m_disable_jump;
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5 * BS) {
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m_speed.Y >= -0.5f * BS) {
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float jumpspeed = movement_speed_jump * physics_override_jump;
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if (m_speed.Y > 1) {
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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} else {
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m_speed.Y += jumpspeed;
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}
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@ -480,9 +474,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if(isAttached)
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{
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setSpeed(v3f(0,0,0));
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if (isAttached) {
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setSpeed(v3f(0.0f));
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return;
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}
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@ -491,8 +484,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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// All vectors are relative to the player's yaw,
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// (and pitch if pitch move mode enabled),
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// and will be rotated at the end
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool fast_allowed = m_client->checkLocalPrivilege("fast");
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@ -511,75 +503,57 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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superspeed = true;
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// Old descend control
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if (player_settings.aux1_descends)
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{
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if (player_settings.aux1_descends) {
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// If free movement and fast movement, always move fast
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if (free_move && fast_move)
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superspeed = true;
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// Auxiliary button 1 (E)
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if(control.aux1)
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{
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if(free_move)
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{
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if (control.aux1) {
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if (free_move) {
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// In free movement mode, aux1 descends
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if (fast_move)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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} else if (in_liquid || in_liquid_stable) {
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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} else if (is_climbing) {
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speedV.Y = -movement_speed_climb;
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}
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else
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{
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} else {
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// If not free movement but fast is allowed, aux1 is
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// "Turbo button"
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if (fast_move)
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superspeed = true;
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}
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}
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}
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} else {
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// New minecraft-like descend control
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else
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{
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// Auxiliary button 1 (E)
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if(control.aux1)
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{
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if(!is_climbing)
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{
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if (control.aux1) {
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if (!is_climbing) {
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// aux1 is "Turbo button"
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if (fast_move)
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superspeed = true;
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}
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}
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if(control.sneak)
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{
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if(free_move)
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{
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if (control.sneak) {
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if (free_move) {
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// In free movement mode, sneak descends
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if (fast_move && (control.aux1 || always_fly_fast))
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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} else if (in_liquid || in_liquid_stable) {
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if (fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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} else if (is_climbing) {
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if (fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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@ -588,34 +562,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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}
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}
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if (control.up) {
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speedH += v3f(0,0,1);
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}
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if (control.down) {
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speedH -= v3f(0,0,1);
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}
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if (!control.up && !control.down) {
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speedH -= v3f(0,0,1) *
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(control.forw_move_joystick_axis / 32767.f);
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}
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if (control.left) {
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speedH += v3f(-1,0,0);
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}
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if (control.right) {
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speedH += v3f(1,0,0);
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}
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if (!control.left && !control.right) {
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speedH += v3f(1,0,0) *
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(control.sidew_move_joystick_axis / 32767.f);
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}
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if (control.up)
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speedH += v3f(0.0f, 0.0f, 1.0f);
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if (control.down)
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speedH -= v3f(0.0f, 0.0f, 1.0f);
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if (!control.up && !control.down)
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speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
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if (control.left)
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speedH += v3f(-1.0f, 0.0f, 0.0f);
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if (control.right)
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speedH += v3f(1.0f, 0.0f, 0.0f);
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if (!control.left && !control.right)
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speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
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if (m_autojump) {
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// release autojump after a given time
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m_autojump_time -= dtime;
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if (m_autojump_time <= 0.0f)
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m_autojump = false;
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}
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if(control.jump)
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{
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if (control.jump) {
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if (free_move) {
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if (player_settings.aux1_descends || always_fly_fast) {
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if (fast_move)
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@ -628,16 +600,14 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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else
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speedV.Y = movement_speed_walk;
|
||||
}
|
||||
}
|
||||
else if(m_can_jump)
|
||||
{
|
||||
} else if (m_can_jump) {
|
||||
/*
|
||||
NOTE: The d value in move() affects jump height by
|
||||
raising the height at which the jump speed is kept
|
||||
at its starting value
|
||||
*/
|
||||
v3f speedJ = getSpeed();
|
||||
if(speedJ.Y >= -0.5 * BS) {
|
||||
if (speedJ.Y >= -0.5f * BS) {
|
||||
speedJ.Y = movement_speed_jump * physics_override_jump;
|
||||
setSpeed(speedJ);
|
||||
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
|
||||
@ -657,7 +627,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
|
||||
}
|
||||
|
||||
// The speed of the player (Y is ignored)
|
||||
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
||||
if (superspeed || (is_climbing && fast_climb) ||
|
||||
((in_liquid || in_liquid_stable) && fast_climb))
|
||||
speedH = speedH.normalize() * movement_speed_fast;
|
||||
else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
||||
speedH = speedH.normalize() * movement_speed_crouch;
|
||||
@ -665,21 +636,22 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
|
||||
speedH = speedH.normalize() * movement_speed_walk;
|
||||
|
||||
// Acceleration increase
|
||||
f32 incH = 0; // Horizontal (X, Z)
|
||||
f32 incV = 0; // Vertical (Y)
|
||||
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
|
||||
{
|
||||
f32 incH = 0.0f; // Horizontal (X, Z)
|
||||
f32 incV = 0.0f; // Vertical (Y)
|
||||
if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
|
||||
(!free_move && m_can_jump && control.jump)) {
|
||||
// Jumping and falling
|
||||
if (superspeed || (fast_move && control.aux1))
|
||||
incH = movement_acceleration_fast * BS * dtime;
|
||||
else
|
||||
incH = movement_acceleration_air * BS * dtime;
|
||||
incV = 0; // No vertical acceleration in air
|
||||
}
|
||||
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
||||
incV = 0.0f; // No vertical acceleration in air
|
||||
} else if (superspeed || (is_climbing && fast_climb) ||
|
||||
((in_liquid || in_liquid_stable) && fast_climb)) {
|
||||
incH = incV = movement_acceleration_fast * BS * dtime;
|
||||
else
|
||||
} else {
|
||||
incH = incV = movement_acceleration_default * BS * dtime;
|
||||
}
|
||||
|
||||
float slip_factor = 1.0f;
|
||||
if (!free_move && !in_liquid && !in_liquid_stable)
|
||||
@ -702,38 +674,41 @@ v3s16 LocalPlayer::getStandingNodePos()
|
||||
{
|
||||
if (m_sneak_node_exists)
|
||||
return m_sneak_node;
|
||||
|
||||
return m_standing_node;
|
||||
}
|
||||
|
||||
v3s16 LocalPlayer::getFootstepNodePos()
|
||||
{
|
||||
if (in_liquid_stable)
|
||||
// Emit swimming sound if the player is in liquid
|
||||
if (in_liquid_stable)
|
||||
return floatToInt(getPosition(), BS);
|
||||
if (touching_ground)
|
||||
|
||||
// BS * 0.05 below the player's feet ensures a 1/16th height
|
||||
// nodebox is detected instead of the node below it.
|
||||
return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
|
||||
if (touching_ground)
|
||||
return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
|
||||
|
||||
// A larger distance below is necessary for a footstep sound
|
||||
// when landing after a jump or fall. BS * 0.5 ensures water
|
||||
// sounds when swimming in 1 node deep water.
|
||||
return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
|
||||
return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
|
||||
}
|
||||
|
||||
v3s16 LocalPlayer::getLightPosition() const
|
||||
{
|
||||
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
|
||||
return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
|
||||
}
|
||||
|
||||
v3f LocalPlayer::getEyeOffset() const
|
||||
{
|
||||
float eye_height = camera_barely_in_ceiling ?
|
||||
m_eye_height - 0.125f : m_eye_height;
|
||||
return v3f(0, BS * eye_height, 0);
|
||||
float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
|
||||
return v3f(0.0f, BS * eye_height, 0.0f);
|
||||
}
|
||||
|
||||
bool LocalPlayer::isDead() const
|
||||
{
|
||||
FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
|
||||
return !getCAO()->isImmortal() && hp == 0;
|
||||
}
|
||||
|
||||
@ -750,18 +725,18 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
|
||||
flat_speed.rotateYZBy(-pitch);
|
||||
|
||||
v3f d_wanted = target_speed - flat_speed;
|
||||
v3f d = v3f(0,0,0);
|
||||
v3f d;
|
||||
|
||||
// Then compare the horizontal and vertical components with the wanted speed
|
||||
if (max_increase_H > 0) {
|
||||
v3f d_wanted_H = d_wanted * v3f(1,0,1);
|
||||
if (max_increase_H > 0.0f) {
|
||||
v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
|
||||
if (d_wanted_H.getLength() > max_increase_H)
|
||||
d += d_wanted_H.normalize() * max_increase_H;
|
||||
else
|
||||
d += d_wanted_H;
|
||||
}
|
||||
|
||||
if (max_increase_V > 0) {
|
||||
if (max_increase_V > 0.0f) {
|
||||
f32 d_wanted_V = d_wanted.Y;
|
||||
if (d_wanted_V > max_increase_V)
|
||||
d.Y += max_increase_V;
|
||||
@ -792,7 +767,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
if (isAttached) {
|
||||
setPosition(overridePosition);
|
||||
m_sneak_node_exists = false;
|
||||
added_velocity = v3f();
|
||||
added_velocity = v3f(0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -806,12 +781,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
position += m_speed * dtime;
|
||||
setPosition(position);
|
||||
m_sneak_node_exists = false;
|
||||
added_velocity = v3f();
|
||||
added_velocity = v3f(0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
m_speed += added_velocity;
|
||||
added_velocity = v3f();
|
||||
added_velocity = v3f(0.0f);
|
||||
|
||||
/*
|
||||
Collision detection
|
||||
@ -825,7 +800,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
*/
|
||||
if (in_liquid) {
|
||||
// If in liquid, the threshold of coming out is at higher y
|
||||
pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
|
||||
pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
|
||||
node = map->getNode(pp, &is_valid_position);
|
||||
if (is_valid_position) {
|
||||
in_liquid = nodemgr->get(node.getContent()).isLiquid();
|
||||
@ -835,7 +810,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
}
|
||||
} else {
|
||||
// If not in liquid, the threshold of going in is at lower y
|
||||
pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
|
||||
pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
|
||||
node = map->getNode(pp, &is_valid_position);
|
||||
if (is_valid_position) {
|
||||
in_liquid = nodemgr->get(node.getContent()).isLiquid();
|
||||
@ -848,7 +823,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
/*
|
||||
Check if player is in liquid (the stable value)
|
||||
*/
|
||||
pp = floatToInt(position + v3f(0, 0, 0), BS);
|
||||
pp = floatToInt(position + v3f(0.0f), BS);
|
||||
node = map->getNode(pp, &is_valid_position);
|
||||
if (is_valid_position)
|
||||
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
|
||||
@ -858,8 +833,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
/*
|
||||
Check if player is climbing
|
||||
*/
|
||||
pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
|
||||
v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
|
||||
pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
|
||||
v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
|
||||
node = map->getNode(pp, &is_valid_position);
|
||||
bool is_valid_position2;
|
||||
MapNode node2 = map->getNode(pp2, &is_valid_position2);
|
||||
@ -876,11 +851,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
*/
|
||||
//f32 d = pos_max_d * 1.1;
|
||||
// A fairly large value in here makes moving smoother
|
||||
f32 d = 0.15 * BS;
|
||||
f32 d = 0.15f * BS;
|
||||
// This should always apply, otherwise there are glitches
|
||||
sanity_check(d > pos_max_d);
|
||||
// Maximum distance over border for sneaking
|
||||
f32 sneak_max = BS * 0.4;
|
||||
f32 sneak_max = BS * 0.4f;
|
||||
|
||||
/*
|
||||
If sneaking, keep in range from the last walked node and don't
|
||||
@ -889,14 +864,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
if (control.sneak && m_sneak_node_exists &&
|
||||
!(fly_allowed && player_settings.free_move) && !in_liquid &&
|
||||
physics_override_sneak) {
|
||||
f32 maxd = 0.5 * BS + sneak_max;
|
||||
f32 maxd = 0.5f * BS + sneak_max;
|
||||
v3f lwn_f = intToFloat(m_sneak_node, BS);
|
||||
position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
|
||||
position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
|
||||
|
||||
if (!is_climbing) {
|
||||
// Move up if necessary
|
||||
f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
|
||||
f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
|
||||
if (position.Y < new_y)
|
||||
position.Y = new_y;
|
||||
/*
|
||||
@ -904,15 +879,15 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
sneaking over the edges of current sneaking_node.
|
||||
TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
|
||||
*/
|
||||
if (m_speed.Y < 0)
|
||||
m_speed.Y = 0;
|
||||
if (m_speed.Y < 0.0f)
|
||||
m_speed.Y = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// this shouldn't be hardcoded but transmitted from server
|
||||
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
|
||||
// TODO: This shouldn't be hardcoded but decided by the server
|
||||
float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
|
||||
|
||||
v3f accel_f = v3f(0, 0, 0);
|
||||
v3f accel_f;
|
||||
const v3f initial_position = position;
|
||||
const v3f initial_speed = m_speed;
|
||||
|
||||
@ -922,7 +897,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
|
||||
// Positition was slightly changed; update standing node pos
|
||||
if (touching_ground)
|
||||
m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
|
||||
m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
|
||||
else
|
||||
m_standing_node = floatToInt(m_position, BS);
|
||||
|
||||
@ -942,10 +917,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
player is sneaking from, if any. If the node from under
|
||||
the player has been removed, the player falls.
|
||||
*/
|
||||
f32 position_y_mod = 0.05 * BS;
|
||||
if (m_sneak_node_bb_ymax > 0)
|
||||
f32 position_y_mod = 0.05f * BS;
|
||||
if (m_sneak_node_bb_ymax > 0.0f)
|
||||
position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
|
||||
v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
|
||||
v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
|
||||
if (m_sneak_node_exists &&
|
||||
nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
|
||||
m_old_node_below_type != "air") {
|
||||
@ -960,10 +935,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
}
|
||||
|
||||
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
|
||||
m_sneak_node_bb_ymax = 0;
|
||||
v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
|
||||
m_sneak_node_bb_ymax = 0.0f;
|
||||
v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
|
||||
v2f player_p2df(position.X, position.Z);
|
||||
f32 min_distance_f = 100000.0 * BS;
|
||||
f32 min_distance_f = 100000.0f * BS;
|
||||
// If already seeking from some node, compare to it.
|
||||
v3s16 new_sneak_node = m_sneak_node;
|
||||
for (s16 x= -1; x <= 1; x++)
|
||||
@ -977,7 +952,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
std::fabs(player_p2df.Y - node_p2df.Y));
|
||||
|
||||
if (distance_f > min_distance_f ||
|
||||
max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
|
||||
max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
|
||||
continue;
|
||||
|
||||
// The node to be sneaked on has to be walkable
|
||||
@ -999,13 +974,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
new_sneak_node = p;
|
||||
}
|
||||
|
||||
bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
|
||||
bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
|
||||
|
||||
m_sneak_node = new_sneak_node;
|
||||
m_sneak_node_exists = sneak_node_found;
|
||||
|
||||
if (sneak_node_found) {
|
||||
f32 cb_max = 0;
|
||||
f32 cb_max = 0.0f;
|
||||
MapNode n = map->getNode(m_sneak_node);
|
||||
std::vector<aabb3f> nodeboxes;
|
||||
n.getCollisionBoxes(nodemgr, &nodeboxes);
|
||||
@ -1034,7 +1009,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
/*
|
||||
Report collisions
|
||||
*/
|
||||
// Dont report if flying
|
||||
// Don't report if flying
|
||||
if (collision_info && !(player_settings.free_move && fly_allowed)) {
|
||||
for (const auto &info : result.collisions) {
|
||||
collision_info->push_back(info);
|
||||
@ -1044,7 +1019,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
if (!result.standing_on_object && !touching_ground_was && touching_ground) {
|
||||
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
|
||||
// Set camera impact value to be used for view bobbing
|
||||
camera_impact = getSpeed().Y * -1;
|
||||
camera_impact = getSpeed().Y * -1.0f;
|
||||
}
|
||||
|
||||
{
|
||||
@ -1060,14 +1035,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
/*
|
||||
Update the node last under the player
|
||||
*/
|
||||
m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
|
||||
m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
|
||||
m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
|
||||
|
||||
/*
|
||||
Check properties of the node on which the player is standing
|
||||
*/
|
||||
const ContentFeatures &f = nodemgr->get(map->getNode(
|
||||
getStandingNodePos()));
|
||||
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
|
||||
|
||||
// Determine if jumping is possible
|
||||
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
|
||||
@ -1075,11 +1049,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
|
||||
// Jump key pressed while jumping off from a bouncy block
|
||||
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
|
||||
m_speed.Y >= -0.5 * BS) {
|
||||
m_speed.Y >= -0.5f * BS) {
|
||||
float jumpspeed = movement_speed_jump * physics_override_jump;
|
||||
if (m_speed.Y > 1) {
|
||||
if (m_speed.Y > 1.0f) {
|
||||
// Reduce boost when speed already is high
|
||||
m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
|
||||
m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
|
||||
} else {
|
||||
m_speed.Y += jumpspeed;
|
||||
}
|
||||
@ -1096,16 +1070,15 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
|
||||
// Slip on slippery nodes
|
||||
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
|
||||
Map *map = &env->getMap();
|
||||
const ContentFeatures &f = nodemgr->get(map->getNode(
|
||||
getStandingNodePos()));
|
||||
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
|
||||
int slippery = 0;
|
||||
if (f.walkable)
|
||||
slippery = itemgroup_get(f.groups, "slippery");
|
||||
|
||||
if (slippery >= 1) {
|
||||
if (speedH == v3f(0.0f)) {
|
||||
slippery = slippery * 2;
|
||||
}
|
||||
if (speedH == v3f(0.0f))
|
||||
slippery *= 2;
|
||||
|
||||
return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
|
||||
}
|
||||
return 1.0f;
|
||||
@ -1124,9 +1097,11 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
|
||||
|
||||
bool control_forward = control.up ||
|
||||
(!control.up && !control.down &&
|
||||
control.forw_move_joystick_axis < -0.05);
|
||||
control.forw_move_joystick_axis < -0.05f);
|
||||
|
||||
bool could_autojump =
|
||||
m_can_jump && !control.jump && !control.sneak && control_forward;
|
||||
|
||||
if (!could_autojump)
|
||||
return;
|
||||
|
||||
@ -1150,8 +1125,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
|
||||
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
|
||||
const NodeDefManager *ndef = env->getGameDef()->ndef();
|
||||
bool is_position_valid;
|
||||
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
|
||||
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
|
||||
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
|
||||
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
|
||||
MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
|
||||
|
||||
if (!is_position_valid)
|
||||
@ -1170,8 +1145,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
|
||||
|
||||
// try at peak of jump, zero step height
|
||||
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
|
||||
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
|
||||
v3f(0, 0, 0));
|
||||
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
|
||||
|
||||
// see if we can get a little bit farther horizontally if we had
|
||||
// jumped
|
||||
|
@ -201,7 +201,9 @@ private:
|
||||
float m_zoom_fov = 0.0f;
|
||||
bool m_autojump = false;
|
||||
float m_autojump_time = 0.0f;
|
||||
v3f added_velocity = v3f(0.0f, 0.0f, 0.0f); // cleared on each move()
|
||||
|
||||
v3f added_velocity = v3f(0.0f); // cleared on each move()
|
||||
// TODO: Rename to adhere to convention: added_velocity --> m_added_velocity
|
||||
|
||||
GenericCAO *m_cao = nullptr;
|
||||
Client *m_client;
|
||||
|
Loading…
Reference in New Issue
Block a user