]> git.lizzy.rs Git - minetest.git/blobdiff - src/collision.cpp
Random Lua tweaks/fixes
[minetest.git] / src / collision.cpp
index 3d322cf0c4baee77342ab5026e652e639e01ecb4..24f1e9d18614889e93ac1db48f57dcdbf13ca3d0 100644 (file)
@@ -20,9 +20,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "collision.h"
 #include "mapblock.h"
 #include "map.h"
+#include "nodedef.h"
+#include "gamedef.h"
 
-collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
-               const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
                f32 dtime, v3f &pos_f, v3f &speed_f)
 {
        collisionMoveResult result;
@@ -79,7 +81,7 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
                try{
                        // Object collides into walkable nodes
                        MapNode n = map->getNode(v3s16(x,y,z));
-                       if(content_features(n).walkable == false)
+                       if(gamedef->getNodeDefManager()->get(n).walkable == false)
                                continue;
                }
                catch(InvalidPositionException &e)
@@ -175,6 +177,7 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
                                speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
                                pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
                                pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
+                               result.collides = true;
                        }
                
                }
@@ -183,8 +186,8 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
        return result;
 }
 
-collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
-               const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
+               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
                f32 dtime, v3f &pos_f, v3f &speed_f)
 {
        collisionMoveResult final_result;
@@ -225,11 +228,13 @@ collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
                        dtime_downcount = 0;
                }
 
-               collisionMoveResult result = collisionMoveSimple(map, pos_max_d,
-                               box_0, dtime_part, pos_f, speed_f);
+               collisionMoveResult result = collisionMoveSimple(map, gamedef,
+                               pos_max_d, box_0, dtime_part, pos_f, speed_f);
 
                if(result.touching_ground)
                        final_result.touching_ground = true;
+               if(result.collides)
+                       final_result.collides = true;
        }
        while(dtime_downcount > 0.001);