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better water
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BIN
data/water.png
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data/water.png
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Before Width: | Height: | Size: 103 B After Width: | Height: | Size: 214 B |
@ -85,5 +85,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#define MAX_OBJECTDATA_SIZE 450
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//#define WATER_LEVEL (-5)
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#define WATER_LEVEL (0)
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#endif
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@ -101,11 +101,28 @@ void Environment::step(float dtime)
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{
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Player *player = *i;
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// Apply gravity to local player
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// Apply physics to local player
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if(player->isLocal())
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{
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// Apply gravity to local player
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v3f speed = player->getSpeed();
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speed.Y -= 9.81 * BS * dtime_part * 2;
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/*
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Apply water resistance
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*/
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if(player->in_water)
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{
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f32 max_down = 1.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.0*BS;
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if(speed.getLength() > max)
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{
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speed = speed / speed.getLength() * max;
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}
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}
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player->setSpeed(speed);
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}
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22
src/main.cpp
22
src/main.cpp
@ -167,6 +167,12 @@ TODO: Check what goes wrong with caching map to disk (Kray)
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TODO: Remove LazyMeshUpdater. It is not used as supposed.
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FIXME: Rats somehow go underground sometimes (you can see it in water)
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- Does their position get saved to a border value or something?
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TODO: MovingObject::move and Player::move are basically the same.
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combine them.
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Doing now:
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======================================================================
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@ -1013,6 +1019,19 @@ int main(int argc, char *argv[])
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*/
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std::cout<<std::endl<<std::endl;
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std::cout
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<<" .__ __ __ "<<std::endl
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<<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
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<<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
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<<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
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<<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
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<<" \\/ \\/ \\/ \\/ \\/ "<<std::endl
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<<std::endl
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<<"Now with more waterish water!"
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<<std::endl;
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std::cout<<std::endl;
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char templine[100];
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// Dedicated?
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@ -1830,9 +1849,8 @@ int main(int argc, char *argv[])
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for(s16 x = xstart; x <= xend; x++)
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{
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try{
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if(client.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){
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if(material_pointable(client.getNode(v3s16(x,y,z)).d) == false)
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continue;
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}
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}catch(InvalidPositionException &e){
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continue;
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}
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62
src/map.cpp
62
src/map.cpp
@ -1047,6 +1047,66 @@ void Map::removeNodeAndUpdate(v3s16 p,
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v3s16 toppos = p + v3s16(0,1,0);
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// Node will be replaced with this
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u8 replace_material = MATERIAL_AIR;
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{
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/*
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Find out with what material the node will be replaced.
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It will be replaced with the mostly seen buildable_to.
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*/
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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core::map<u8, u16> neighbor_rankings;
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for(u32 i=0; i<sizeof(dirs)/sizeof(dirs[0]); i++)
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{
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try{
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MapNode n2 = getNode(p + dirs[i]);
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if(material_buildable_to(n2.d))
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{
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if(neighbor_rankings.find(n2.d) == NULL)
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neighbor_rankings[n2.d] = 1;
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else
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neighbor_rankings[n2.d]
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= neighbor_rankings[n2.d] + 1;
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}
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}
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catch(InvalidPositionException &e)
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{
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}
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}
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u16 highest_ranking = 0;
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for(core::map<u8, u16>::Iterator
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i = neighbor_rankings.getIterator();
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i.atEnd() == false; i++)
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{
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u8 m = i.getNode()->getKey();
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u8 c = i.getNode()->getValue();
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if(
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c > highest_ranking ||
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// Prefer something else than air
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(c >= highest_ranking && m != MATERIAL_AIR)
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)
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{
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replace_material = m;
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highest_ranking = c;
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}
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}
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}
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/*
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If there is a node at top and it doesn't have sunlight,
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there will be no sunlight going down.
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@ -1073,7 +1133,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
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Remove the node
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*/
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MapNode n;
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n.d = MATERIAL_AIR;
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n.d = replace_material;
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n.setLight(0);
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setNode(p, n);
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@ -145,10 +145,10 @@ void MovingObject::move(float dtime, v3f acceleration)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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try{
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if(m_block->getNodeParent(v3s16(x,y,z)).d == MATERIAL_AIR){
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if(material_walkable(m_block->getNodeParent(v3s16(x,y,z)).d)
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== false)
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continue;
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}
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}
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catch(InvalidPositionException &e)
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{
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// Doing nothing here will block the player from
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@ -133,6 +133,34 @@ inline u8 material_solidness(u8 m)
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return 2;
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}
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// Objects collide with walkable materials
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inline bool material_walkable(u8 m)
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{
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return (m != MATERIAL_AIR && m != MATERIAL_WATER);
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}
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// A liquid resists fast movement
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inline bool material_liquid(u8 m)
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{
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return (m == MATERIAL_WATER);
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}
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// Pointable materials can be pointed to in the map
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inline bool material_pointable(u8 m)
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{
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return (m != MATERIAL_AIR && m != MATERIAL_WATER);
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}
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inline bool material_diggable(u8 m)
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{
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return (m != MATERIAL_AIR && m != MATERIAL_WATER);
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}
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inline bool material_buildable_to(u8 m)
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{
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return (m == MATERIAL_AIR || m == MATERIAL_WATER);
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}
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/*
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Nodes make a face if materials differ and solidness differs.
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Return value:
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@ -34,8 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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This is an Y-wise stack of MapBlocks.
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*/
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#define WATER_LEVEL (-5)
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#define SECTOR_OBJECT_TEST 0
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#define SECTOR_OBJECT_TREE_1 1
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#define SECTOR_OBJECT_BUSH_1 2
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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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Player::Player():
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touching_ground(false),
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in_water(false),
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inventory(PLAYER_INVENTORY_SIZE),
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peer_id(PEER_ID_NEW),
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m_speed(0,0,0),
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@ -64,6 +65,26 @@ void Player::move(f32 dtime, Map &map)
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v3s16 pos_i = floatToInt(position);
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/*
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Check if player is in water
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*/
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try{
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,0,0));
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in_water = material_liquid(map.getNode(pp).d);
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}
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
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in_water = material_liquid(map.getNode(pp).d);
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}
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}
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catch(InvalidPositionException &e)
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{
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in_water = false;
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}
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// The frame length is limited to the player going 0.1*BS per call
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f32 d = (float)BS * 0.15;
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@ -100,10 +121,8 @@ void Player::move(f32 dtime, Map &map)
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
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//std::cout<<"with ("<<x<<","<<y<<","<<z<<"): ";
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try{
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if(map.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){
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//std::cout<<"air."<<std::endl;
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if(material_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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continue;
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}
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}
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@ -355,11 +374,18 @@ void LocalPlayer::applyControl(float dtime)
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}
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if(control.jump)
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{
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if(touching_ground){
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if(touching_ground)
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{
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v3f speed = getSpeed();
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speed.Y = 6.5*BS;
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setSpeed(speed);
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}
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else if(in_water)
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{
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v3f speed = getSpeed();
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speed.Y = 2.0*BS;
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setSpeed(speed);
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}
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}
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// The speed of the player (Y is ignored)
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@ -95,6 +95,7 @@ public:
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virtual bool isLocal() const = 0;
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bool touching_ground;
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bool in_water;
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Inventory inventory;
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@ -1419,8 +1419,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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{
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// Get material at position
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material = m_env.getMap().getNode(p_under).d;
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// If it's air, do nothing
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if(material == MATERIAL_AIR)
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// If it's not diggable, do nothing
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if(material_diggable(material) == false)
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{
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return;
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}
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@ -1484,9 +1484,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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n.d = mitem->getMaterial();
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try{
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// Don't add a node if there isn't air
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// Don't add a node if this is not a free space
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MapNode n2 = m_env.getMap().getNode(p_over);
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if(n2.d != MATERIAL_AIR)
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if(material_buildable_to(n2.d) == false)
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return;
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}
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catch(InvalidPositionException &e)
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