]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Move globals from main.cpp to more sane locations
[dragonfireclient.git] / src / localplayer.cpp
index 48e6592c19e5252e557b935c75240da985a0c8ec..51d9bdd4b120a54dfc7873fc5ad5bb8fe45be829 100644 (file)
@@ -19,7 +19,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "localplayer.h"
 
-#include "main.h" // For g_settings
 #include "event.h"
 #include "collision.h"
 #include "gamedef.h"
@@ -33,8 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer(IGameDef *gamedef):
-       Player(gamedef),
+LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
+       Player(gamedef, name),
        parent(0),
        isAttached(false),
        overridePosition(v3f(0,0,0)),
@@ -43,14 +42,19 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
        last_pitch(0),
        last_yaw(0),
        last_keyPressed(0),
+       eye_offset_first(v3f(0,0,0)),
+       eye_offset_third(v3f(0,0,0)),
+       last_animation(NO_ANIM),
        hotbar_image(""),
        hotbar_selected_image(""),
+       light_color(255,255,255,255),
        m_sneak_node(32767,32767,32767),
        m_sneak_node_exists(false),
        m_old_node_below(32767,32767,32767),
        m_old_node_below_type("air"),
        m_need_to_get_new_sneak_node(true),
-       m_can_jump(false)
+       m_can_jump(false),
+       m_cao(NULL)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -61,16 +65,14 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
-               std::list<CollisionInfo> *collision_info)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::vector<CollisionInfo> *collision_info)
 {
        Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
        v3f position = getPosition();
 
-       v3f old_speed = m_speed;
-
        // Copy parent position if local player is attached
        if(isAttached)
        {
@@ -95,40 +97,49 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        /*
                Collision detection
        */
-       
+
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
        /*
                Check if player is in liquid (the oscillating value)
        */
-       try{
-               // If in liquid, the threshold of coming out is at higher y
-               if(in_liquid)
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
-                       in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
-                       liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
-               }
-               // If not in liquid, the threshold of going in is at lower y
-               else
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
-                       in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
-                       liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
+
+       // If in liquid, the threshold of coming out is at higher y
+       if (in_liquid)
+       {
+               pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
                }
        }
-       catch(InvalidPositionException &e)
+       // If not in liquid, the threshold of going in is at lower y
+       else
        {
-               in_liquid = false;
+               pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
        }
 
+
        /*
                Check if player is in liquid (the stable value)
        */
-       try{
-               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
-               in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
-       }
-       catch(InvalidPositionException &e)
-       {
+       pp = floatToInt(position + v3f(0,0,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position) {
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       } else {
                in_liquid_stable = false;
        }
 
@@ -136,17 +147,21 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                Check if player is climbing
        */
 
-       try {
-               v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
-               v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
-               is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
-               nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
-       }
-       catch(InvalidPositionException &e)
-       {
+
+       pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2)) {
                is_climbing = false;
+       } else {
+               is_climbing = (nodemgr->get(node.getContent()).climbable
+                               || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
+
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -156,7 +171,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       sanity_check(d > pos_max_d);
 
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
@@ -165,13 +180,15 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
+       if(control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak)
        {
                f32 maxd = 0.5*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)
                {
                        f32 min_y = lwn_f.Y + 0.5*BS;
@@ -185,8 +202,13 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                }
        }
 
+       // this shouldn't be hardcoded but transmitted from server
        float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
 
+#ifdef __ANDROID__
+       player_stepheight += (0.5 * BS);
+#endif
+
        v3f accel_f = v3f(0,0,0);
 
        collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
@@ -201,7 +223,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        */
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
-    
+
     //bool standing_on_unloaded = result.standing_on_unloaded;
 
        /*
@@ -225,7 +247,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                // node.
                m_need_to_get_new_sneak_node = true;
        }
-       if(m_need_to_get_new_sneak_node)
+       if(m_need_to_get_new_sneak_node && physics_override_sneak)
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
@@ -252,28 +274,31 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                        f32 max_axis_distance_f = MYMAX(
                                        fabs(player_p2df.X-node_p2df.X),
                                        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)
                                continue;
 
-                       try{
-                               // The node to be sneaked on has to be walkable
-                               if(nodemgr->get(map->getNode(p)).walkable == false)
-                                       continue;
-                               // And the node above it has to be nonwalkable
-                               if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
-                                       continue;
-                       }
-                       catch(InvalidPositionException &e)
-                       {
+
+                       // The node to be sneaked on has to be walkable
+                       node = map->getNodeNoEx(p, &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable == false)
+                               continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable) {
                                continue;
                        }
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
+                       }
 
                        min_distance_f = distance_f;
                        new_sneak_node = p;
                }
-               
+
                bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
 
                m_sneak_node = new_sneak_node;
@@ -286,20 +311,19 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                if(sneak_node_found && control.sneak)
                        touching_ground = true;
        }
-       
+
        /*
                Set new position
        */
        setPosition(position);
-       
+
        /*
                Report collisions
        */
        bool bouncy_jump = false;
        // Dont report if flying
-       if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
-       {
-               for(size_t i=0; i<result.collisions.size(); i++){
+       if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
+               for(size_t i=0; i<result.collisions.size(); i++) {
                        const CollisionInfo &info = result.collisions[i];
                        collision_info->push_back(info);
                        if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
@@ -339,7 +363,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        */
        m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
        m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
-       
+
        /*
                Check properties of the node on which the player is standing
        */
@@ -350,7 +374,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                m_can_jump = false;
 }
 
-void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
 {
        move(dtime, env, pos_max_d, NULL);
 }
@@ -372,10 +396,10 @@ void LocalPlayer::applyControl(float dtime)
 
        v3f move_direction = v3f(0,0,1);
        move_direction.rotateXZBy(getYaw());
-       
+
        v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
        v3f speedV = v3f(0,0,0); // Vertical (Y)
-       
+
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
        bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
 
@@ -387,7 +411,7 @@ void LocalPlayer::applyControl(float dtime)
 
        // Whether superspeed mode is used or not
        bool superspeed = false;
-       
+
        if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
                superspeed = true;
 
@@ -397,7 +421,7 @@ void LocalPlayer::applyControl(float dtime)
                // If free movement and fast movement, always move fast
                if(free_move && fast_move)
                        superspeed = true;
-               
+
                // Auxiliary button 1 (E)
                if(control.aux1)
                {
@@ -494,7 +518,7 @@ void LocalPlayer::applyControl(float dtime)
        if(control.jump)
        {
                if(free_move)
-               {                       
+               {
                        if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
                        {
                                if(fast_move)
@@ -520,7 +544,7 @@ void LocalPlayer::applyControl(float dtime)
                        {
                                speedJ.Y = movement_speed_jump * physics_override_jump;
                                setSpeed(speedJ);
-                               
+
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
                                m_gamedef->event()->put(e);
                        }
@@ -576,6 +600,6 @@ v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition(), BS);
+       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }