]> git.lizzy.rs Git - minetest.git/blobdiff - src/localplayer.cpp
Implement WieldMeshSceneNode which improves wield mesh rendering
[minetest.git] / src / localplayer.cpp
index 6b7b0943cdc1a3ca6f7961a19fa061c14b8af021..bdcf45beb2cd566d53118b4d93a7fe8d56c4c56b 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)),
@@ -43,12 +43,19 @@ 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
@@ -59,7 +66,7 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::list<CollisionInfo> *collision_info)
 {
        Map *map = &env->getMap();
@@ -73,6 +80,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        if(isAttached)
        {
                setPosition(overridePosition);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -85,6 +93,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        {
         position += m_speed * dtime;
                setPosition(position);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -154,9 +163,6 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        assert(d > pos_max_d);
 
-       float player_radius = BS*0.30;
-       float player_height = BS*1.55;
-       
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
@@ -164,7 +170,9 @@ 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);
@@ -184,24 +192,12 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                }
        }
 
-       /*
-               Calculate player collision box (new and old)
-       */
-       core::aabbox3d<f32> playerbox(
-               -player_radius,
-               0.0,
-               -player_radius,
-               player_radius,
-               player_height,
-               player_radius
-       );
-
        float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
 
        v3f accel_f = v3f(0,0,0);
 
        collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
-                       pos_max_d, playerbox, player_stepheight, dtime,
+                       pos_max_d, m_collisionbox, player_stepheight, dtime,
                        position, m_speed, accel_f);
 
        /*
@@ -236,7 +232,7 @@ 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);
@@ -273,8 +269,13 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                                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)
+                               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)
                        {
@@ -361,7 +362,7 @@ 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);
 }
@@ -505,7 +506,7 @@ 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)
@@ -587,6 +588,6 @@ v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition(), BS);
+       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }