#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
+#include "nodedef.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
- for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- delete i->second;
+ for (auto &active_object : m_active_objects) {
+ delete active_object.second;
}
- for(std::vector<ClientSimpleObject*>::iterator
- i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
- delete *i;
+ for (auto &simple_object : m_simple_objects) {
+ delete simple_object;
}
// Drop/delete map
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
- DSTACK(FUNCTION_NAME);
/*
It is a failure if already is a local player
*/
void ClientEnvironment::step(float dtime)
{
- DSTACK(FUNCTION_NAME);
-
/* Step time of day */
stepTimeOfDay(dtime);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
- for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
- i != player_collisions.end(); ++i) {
- CollisionInfo &info = *i;
+ for (const CollisionInfo &info : player_collisions) {
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
- if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
+ if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
- if(info.type == COLLISION_NODE)
- {
+ if (info.type == COLLISION_NODE) {
const ContentFeatures &f = m_client->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
m_script->environment_step(dtime);
}
- // Protocol v29 make this behaviour obsolete
- if (getGameDef()->getProtoVersion() < 29) {
- if (m_lava_hurt_interval.step(dtime, 1.0)) {
- v3f pf = lplayer->getPosition();
-
- // Feet, middle and head
- v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
- MapNode n1 = m_map->getNodeNoEx(p1);
- v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
- MapNode n2 = m_map->getNodeNoEx(p2);
- v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
- MapNode n3 = m_map->getNodeNoEx(p3);
-
- u32 damage_per_second = 0;
- damage_per_second = MYMAX(damage_per_second,
- m_client->ndef()->get(n1).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_client->ndef()->get(n2).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_client->ndef()->get(n3).damage_per_second);
-
- if (damage_per_second != 0)
- damageLocalPlayer(damage_per_second, true);
- }
-
- /*
- Drowning
- */
- if (m_drowning_interval.step(dtime, 2.0)) {
- v3f pf = lplayer->getPosition();
-
- // head
- v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
- MapNode n = m_map->getNodeNoEx(p);
- ContentFeatures c = m_client->ndef()->get(n);
- u8 drowning_damage = c.drowning;
- if (drowning_damage > 0 && lplayer->hp > 0) {
- u16 breath = lplayer->getBreath();
- if (breath > 10) {
- breath = 11;
- }
- if (breath > 0) {
- breath -= 1;
- }
- lplayer->setBreath(breath);
- updateLocalPlayerBreath(breath);
- }
-
- if (lplayer->getBreath() == 0 && drowning_damage > 0) {
- damageLocalPlayer(drowning_damage, true);
- }
- }
- if (m_breathing_interval.step(dtime, 0.5)) {
- v3f pf = lplayer->getPosition();
-
- // head
- v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
- MapNode n = m_map->getNodeNoEx(p);
- ContentFeatures c = m_client->ndef()->get(n);
- if (!lplayer->hp) {
- lplayer->setBreath(11);
- } else if (c.drowning == 0) {
- u16 breath = lplayer->getBreath();
- if (breath <= 10) {
- breath += 1;
- lplayer->setBreath(breath);
- updateLocalPlayerBreath(breath);
- }
- }
- }
- }
-
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
- for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- ClientActiveObject* obj = i->second;
+ for (auto &ao_it : m_active_objects) {
+ ClientActiveObject* obj = ao_it.second;
// Step object
obj->step(dtime, this);
- if(update_lighting)
- {
+ if (update_lighting) {
// Update lighting
u8 light = 0;
bool pos_ok;
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
- for(std::vector<ClientSimpleObject*>::iterator
- i = m_simple_objects.begin(); i != m_simple_objects.end();) {
- std::vector<ClientSimpleObject*>::iterator cur = i;
+ for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
+ auto cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
- else
- return NULL;
+
+ return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
- ClientActiveObjectMap::iterator n = m_active_objects.find(id);
+ auto n = m_active_objects.find(id);
if (n == m_active_objects.end())
return NULL;
return n->second;
bool isFreeClientActiveObjectId(const u16 id,
ClientActiveObjectMap &objects)
{
- if(id == 0)
- return false;
+ return id != 0 && objects.find(id) == objects.end();
- return objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
- for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- ClientActiveObject* obj = i->second;
+ for (auto &ao_it : m_active_objects) {
+ ClientActiveObject* obj = ao_it.second;
f32 d = (obj->getPosition() - origin).getLength();
- if(d > max_d)
+ if (d > max_d)
continue;
- DistanceSortedActiveObject dso(obj, d);
-
- dest.push_back(dso);
+ dest.emplace_back(obj, d);
}
}
shootline_on_map.getLength() + 10.0f, allObjects);
const v3f line_vector = shootline_on_map.getVector();
- for (u32 i = 0; i < allObjects.size(); i++) {
- ClientActiveObject *obj = allObjects[i].obj;
+ for (const auto &allObject : allObjects) {
+ ClientActiveObject *obj = allObject.obj;
aabb3f selection_box;
if (!obj->getSelectionBox(&selection_box))
continue;
- v3f pos = obj->getPosition();
+
+ const v3f &pos = obj->getPosition();
aabb3f offsetted_box(selection_box.MinEdge + pos,
selection_box.MaxEdge + pos);
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
¤t_intersection, ¤t_normal)) {
- objects.push_back(PointedThing(
- (s16) obj->getId(), current_intersection, current_normal,
- (current_intersection - shootline_on_map.start).getLengthSQ()));
+ objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
+ (current_intersection - shootline_on_map.start).getLengthSQ());
}
}
}