]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.cpp
Modified windows build parameters a bit to make it build
[dragonfireclient.git] / src / player.cpp
index 60ab73b66f801f9aefda7616eae0d55e48067da9..3bde8a56324f0bf193ab4c8a90ca29cc87f01d4b 100644 (file)
@@ -260,7 +260,8 @@ void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
 */
 
 LocalPlayer::LocalPlayer():
-       m_last_walked_node(32767,32767,32767)
+       m_sneak_node(32767,32767,32767),
+       m_sneak_node_exists(false)
 {
 }
 
@@ -272,7 +273,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
 {
        v3f position = getPosition();
        v3f oldpos = position;
-       v3s16 oldpos_i = floatToInt(oldpos);
+       v3s16 oldpos_i = floatToInt(oldpos, BS);
 
        /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
                        <<oldpos_i.Z<<")"<<std::endl;*/
@@ -295,7 +296,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        */
        
        // Player position in nodes
-       v3s16 pos_i = floatToInt(position);
+       v3s16 pos_i = floatToInt(position, BS);
        
        /*
                Check if player is in water (the oscillating value)
@@ -304,13 +305,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                // If in water, the threshold of coming out is at higher y
                if(in_water)
                {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
                        in_water = content_liquid(map.getNode(pp).d);
                }
                // If not in water, the threshold of going in is at lower y
                else
                {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
                        in_water = content_liquid(map.getNode(pp).d);
                }
        }
@@ -323,7 +324,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                Check if player is in water (the stable value)
        */
        try{
-               v3s16 pp = floatToInt(position + v3f(0,0,0));
+               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
                in_water_stable = content_liquid(map.getNode(pp).d);
        }
        catch(InvalidPositionException &e)
@@ -336,7 +337,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                Make it a bit larger than the maximum distance of movement
        */
        //f32 d = pos_max_d * 1.1;
-       // A fairly large value in here makes moving much smoother
+       // A fairly large value in here makes moving smoother
        f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
@@ -359,10 +360,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak)
+       if(control.sneak && m_sneak_node_exists)
        {
                f32 maxd = 0.5*BS + sneak_max;
-               v3f lwn_f = intToFloat(m_last_walked_node);
+               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);
                
@@ -417,9 +418,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
        {
                try{
-                       if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
+                       // Player collides into walkable nodes
+                       if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
                                continue;
-                       }
                }
                catch(InvalidPositionException &e)
                {
@@ -427,8 +428,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        // walking over map borders
                }
 
-               core::aabbox3d<f32> nodebox = Map::getNodeBox(
-                               v3s16(x,y,z));
+               core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
                
                /*
                        See if the player is touching ground.
@@ -532,43 +532,47 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        } // xyz
 
        /*
-               If there is a walkable node directly under the player, save
-               the position of it.
-       */
-       try{
-               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
-               if(content_walkable(map.getNode(pos_i_bottom).d))
-               {
-                       m_last_walked_node = pos_i_bottom;
-               }
-       }
-       catch(InvalidPositionException &e)
-       {
-       }
-       
-       /*
-               Check the neighbors of m_last_walked_node that are closer to
-               the player. If walkable, set m_last_walked_node to such.
+               Check the nodes under the player to see from which node the
+               player is sneaking from, if any.
        */
        {
-               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
-               v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
-               v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
-               v3s16 new_last_walked_node = m_last_walked_node;
+               f32 min_distance_f = 100000.0*BS;
+               // If already seeking from some node, compare to it.
+               /*if(m_sneak_node_exists)
+               {
+                       v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
+                       v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
+                       f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
+                       f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+                       // Ignore if player is not on the same level (likely dropped)
+                       if(d_vert_f < 0.15*BS)
+                               min_distance_f = d_horiz_f;
+               }*/
+               v3s16 new_sneak_node = m_sneak_node;
                for(s16 x=-1; x<=1; x++)
                for(s16 z=-1; z<=1; z++)
                {
-                       v3s16 p = m_last_walked_node + v3s16(x,0,z);
-                       v3f pf = intToFloat(p);
+                       v3s16 p = pos_i_bottom + v3s16(x,0,z);
+                       v3f pf = intToFloat(p, BS);
                        v2f node_p2df(pf.X, pf.Z);
                        f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
-                       if(distance_f > min_distance_f)
+                       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(content_walkable(map.getNode(p).d) == false)
                                        continue;
+                               // And the node above it has to be nonwalkable
+                               if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+                                       continue;
                        }
                        catch(InvalidPositionException &e)
                        {
@@ -576,10 +580,28 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        }
 
                        min_distance_f = distance_f;
-                       new_last_walked_node = p;
+                       new_sneak_node = p;
                }
                
-               m_last_walked_node = new_last_walked_node;
+               bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+               
+               if(control.sneak && m_sneak_node_exists)
+               {
+                       if(sneak_node_found)
+                               m_sneak_node = new_sneak_node;
+               }
+               else
+               {
+                       m_sneak_node = new_sneak_node;
+                       m_sneak_node_exists = sneak_node_found;
+               }
+
+               /*
+                       If sneaking, the player's collision box can be in air, so
+                       this has to be set explicitly
+               */
+               if(sneak_node_found && control.sneak)
+                       touching_ground = true;
        }
        
        /*