]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Fix MSVC build
[dragonfireclient.git] / src / localplayer.cpp
index e545dc42aa746726d46d4d98be92079f174b1d5d..b36bef4d9ab78c8fafc1209c1535c4eb073d0bc5 100644 (file)
@@ -33,8 +33,8 @@ 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)),
@@ -43,18 +43,19 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
        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
@@ -100,39 +101,48 @@ void LocalPlayer::move(f32 dtime, Environment *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;
        }
 
@@ -140,17 +150,21 @@ void LocalPlayer::move(f32 dtime, Environment *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
@@ -263,22 +277,21 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                        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;
@@ -504,7 +517,7 @@ 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)