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)),
last_pitch(0),
last_yaw(0),
last_keyPressed(0),
- camera_mode(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
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;
}
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
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;
- }
- if (!physics_override_sneak_glitch) {
- if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
- 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;
if(control.jump)
{
if(free_move)
- {
+ {
if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
{
if(fast_move)