LocalPlayer: Fix code-style

This commit is contained in:
ANAND 2019-08-21 19:53:48 +05:30 committed by sfan5
parent eea082ee3f
commit 16d6ca3937
2 changed files with 181 additions and 205 deletions

View File

@ -41,7 +41,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
if (nodeboxes.empty())
return aabb3f(0, 0, 0, 0, 0, 0);
return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
aabb3f b_max;
@ -56,7 +56,7 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
}
bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
const v3f &sneak_max)
const v3f &sneak_max)
{
static const v3s16 dir9_center[9] = {
v3s16( 0, 0, 0),
@ -76,12 +76,12 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
bool new_sneak_node_exists = m_sneak_node_exists;
// We want the top of the sneak node to be below the players feet
f32 position_y_mod = 0.05 * BS;
f32 position_y_mod = 0.05f * BS;
if (m_sneak_node_exists)
position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
// Get position of current standing node
const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
if (current_node != m_sneak_node) {
new_sneak_node_exists = false;
@ -97,7 +97,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
// Get new sneak node
m_sneak_ladder_detected = false;
f32 min_distance_f = 100000.0 * BS;
f32 min_distance_f = 100000.0f * BS;
for (const auto &d : dir9_center) {
const v3s16 p = current_node + d;
@ -106,8 +106,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
f32 distance_f = diff.getLength();
if (distance_f > min_distance_f ||
fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
continue;
@ -118,9 +118,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
// And the node(s) above have to be nonwalkable
bool ok = true;
if (!physics_override_sneak_glitch) {
u16 height = ceilf(
(m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
);
u16 height =
ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
for (u16 y = 1; y <= height; y++) {
node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable) {
@ -169,10 +168,9 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
if (!collision_info || collision_info->empty()) {
// Node at feet position, update each ClientEnvironment::step()
// Node at feet position, update each ClientEnvironment::step()
if (!collision_info || collision_info->empty())
m_standing_node = floatToInt(m_position, BS);
}
// Temporary option for old move code
if (!physics_override_new_move) {
@ -188,7 +186,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Copy parent position if local player is attached
if (isAttached) {
setPosition(overridePosition);
added_velocity = v3f(); // ignored
added_velocity = v3f(0.0f); // ignored
return;
}
@ -202,12 +200,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (noclip && free_move) {
position += m_speed * dtime;
setPosition(position);
added_velocity = v3f(); // ignored
added_velocity = v3f(0.0f); // ignored
return;
}
m_speed += added_velocity;
added_velocity = v3f();
added_velocity = v3f(0.0f);
/*
Collision detection
@ -224,7 +222,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// 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);
pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
@ -232,11 +230,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
} else {
in_liquid = false;
}
}
// If not in liquid, the threshold of going in is at lower y
else
{
pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
} else {
// If not in liquid, the threshold of going in is at lower y
pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
@ -250,7 +247,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check if player is in liquid (the stable value)
*/
pp = floatToInt(position + v3f(0,0,0), BS);
pp = floatToInt(position + v3f(0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
@ -259,12 +256,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
/*
Check if player is climbing
Check if player is climbing
*/
pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
bool is_valid_position2;
MapNode node2 = map->getNode(pp2, &is_valid_position2);
@ -272,8 +268,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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;
is_climbing = (nodemgr->get(node.getContent()).climbable ||
nodemgr->get(node2.getContent()).climbable) && !free_move;
}
/*
@ -282,7 +278,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
f32 d = 0.15*BS;
f32 d = 0.15f * BS;
// This should always apply, otherwise there are glitches
sanity_check(d > pos_max_d);
@ -292,7 +288,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
float player_stepheight = (m_cao == nullptr) ? 0.0f :
(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
v3f accel_f = v3f(0,0,0);
v3f accel_f;
const v3f initial_position = position;
const v3f initial_speed = m_speed;
@ -346,7 +342,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (m_sneak_ladder_detected) {
// restore legacy behaviour (this makes the m_speed.Y hack necessary)
sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
}
/*
@ -370,12 +366,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
if (position.X != old_pos.X)
m_speed.X = 0;
m_speed.X = 0.0f;
if (position.Z != old_pos.Z)
m_speed.Z = 0;
m_speed.Z = 0.0f;
}
if (y_diff > 0 && m_speed.Y <= 0 &&
if (y_diff > 0 && m_speed.Y <= 0.0f &&
(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
// Move player to the maximal height when falling or when
// the ledge is climbed on the next step.
@ -383,11 +379,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Smoothen the movement (based on 'position.Y = bmax.Y')
position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
position.Y = std::min(position.Y, bmax.Y);
m_speed.Y = 0;
m_speed.Y = 0.0f;
}
// Allow jumping on node edges while sneaking
if (m_speed.Y == 0 || m_sneak_ladder_detected)
if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
sneak_can_jump = true;
if (collision_info &&
@ -419,7 +415,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Report collisions
*/
if(!result.standing_on_object && !touching_ground_was && touching_ground) {
if (!result.standing_on_object && !touching_ground_was && touching_ground) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
// Set camera impact value to be used for view bobbing
@ -430,10 +426,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map->getNode(camera_np);
if(n.getContent() != CONTENT_IGNORE){
if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
if (n.getContent() != CONTENT_IGNORE) {
if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
camera_barely_in_ceiling = true;
}
}
}
@ -444,16 +439,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Determine if jumping is possible
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
m_can_jump = ((touching_ground && !is_climbing)
|| sneak_can_jump) && !m_disable_jump;
m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
m_speed.Y >= -0.5 * BS) {
m_speed.Y >= -0.5f * BS) {
float jumpspeed = movement_speed_jump * physics_override_jump;
if (m_speed.Y > 1) {
if (m_speed.Y > 1.0f) {
// Reduce boost when speed already is high
m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
} else {
m_speed.Y += jumpspeed;
}
@ -480,9 +474,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
setYaw(control.yaw);
// Nullify speed and don't run positioning code if the player is attached
if(isAttached)
{
setSpeed(v3f(0,0,0));
if (isAttached) {
setSpeed(v3f(0.0f));
return;
}
@ -491,8 +484,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
// All vectors are relative to the player's yaw,
// (and pitch if pitch move mode enabled),
// and will be rotated at the end
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
bool fly_allowed = m_client->checkLocalPrivilege("fly");
bool fast_allowed = m_client->checkLocalPrivilege("fast");
@ -511,76 +503,58 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
superspeed = true;
// Old descend control
if (player_settings.aux1_descends)
{
if (player_settings.aux1_descends) {
// If free movement and fast movement, always move fast
if(free_move && fast_move)
if (free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
{
if(free_move)
{
if (control.aux1) {
if (free_move) {
// In free movement mode, aux1 descends
if(fast_move)
if (fast_move)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
} else if (in_liquid || in_liquid_stable) {
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
} else if (is_climbing) {
speedV.Y = -movement_speed_climb;
}
else
{
} else {
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
if(fast_move)
if (fast_move)
superspeed = true;
}
}
}
// New minecraft-like descend control
else
{
} else {
// New minecraft-like descend control
// Auxiliary button 1 (E)
if(control.aux1)
{
if(!is_climbing)
{
if (control.aux1) {
if (!is_climbing) {
// aux1 is "Turbo button"
if(fast_move)
if (fast_move)
superspeed = true;
}
}
if(control.sneak)
{
if(free_move)
{
if (control.sneak) {
if (free_move) {
// In free movement mode, sneak descends
if (fast_move && (control.aux1 || always_fly_fast))
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
if(fast_climb)
} else if (in_liquid || in_liquid_stable) {
if (fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
if(fast_climb)
} else if (is_climbing) {
if (fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
@ -588,34 +562,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
}
}
if (control.up) {
speedH += v3f(0,0,1);
}
if (control.down) {
speedH -= v3f(0,0,1);
}
if (!control.up && !control.down) {
speedH -= v3f(0,0,1) *
(control.forw_move_joystick_axis / 32767.f);
}
if (control.left) {
speedH += v3f(-1,0,0);
}
if (control.right) {
speedH += v3f(1,0,0);
}
if (!control.left && !control.right) {
speedH += v3f(1,0,0) *
(control.sidew_move_joystick_axis / 32767.f);
}
if (control.up)
speedH += v3f(0.0f, 0.0f, 1.0f);
if (control.down)
speedH -= v3f(0.0f, 0.0f, 1.0f);
if (!control.up && !control.down)
speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
if (control.left)
speedH += v3f(-1.0f, 0.0f, 0.0f);
if (control.right)
speedH += v3f(1.0f, 0.0f, 0.0f);
if (!control.left && !control.right)
speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
if (m_autojump) {
// release autojump after a given time
m_autojump_time -= dtime;
if (m_autojump_time <= 0.0f)
m_autojump = false;
}
if(control.jump)
{
if (control.jump) {
if (free_move) {
if (player_settings.aux1_descends || always_fly_fast) {
if (fast_move)
@ -623,21 +595,19 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
else
speedV.Y = movement_speed_walk;
} else {
if(fast_move && control.aux1)
if (fast_move && control.aux1)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
}
}
else if(m_can_jump)
{
} else if (m_can_jump) {
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS) {
if (speedJ.Y >= -0.5f * BS) {
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
@ -657,29 +627,31 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
}
// The speed of the player (Y is ignored)
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
if (superspeed || (is_climbing && fast_climb) ||
((in_liquid || in_liquid_stable) && fast_climb))
speedH = speedH.normalize() * movement_speed_fast;
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
speedH = speedH.normalize() * movement_speed_crouch;
else
speedH = speedH.normalize() * movement_speed_walk;
// Acceleration increase
f32 incH = 0; // Horizontal (X, Z)
f32 incV = 0; // Vertical (Y)
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
{
f32 incH = 0.0f; // Horizontal (X, Z)
f32 incV = 0.0f; // Vertical (Y)
if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
(!free_move && m_can_jump && control.jump)) {
// Jumping and falling
if(superspeed || (fast_move && control.aux1))
if (superspeed || (fast_move && control.aux1))
incH = movement_acceleration_fast * BS * dtime;
else
incH = movement_acceleration_air * BS * dtime;
incV = 0; // No vertical acceleration in air
}
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
incV = 0.0f; // No vertical acceleration in air
} else if (superspeed || (is_climbing && fast_climb) ||
((in_liquid || in_liquid_stable) && fast_climb)) {
incH = incV = movement_acceleration_fast * BS * dtime;
else
} else {
incH = incV = movement_acceleration_default * BS * dtime;
}
float slip_factor = 1.0f;
if (!free_move && !in_liquid && !in_liquid_stable)
@ -694,52 +666,55 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
// Accelerate to target speed with maximum increment
accelerate((speedH + speedV) * physics_override_speed,
incH * physics_override_speed * slip_factor, incV * physics_override_speed,
pitch_move);
incH * physics_override_speed * slip_factor, incV * physics_override_speed,
pitch_move);
}
v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
if (m_sneak_node_exists)
return m_sneak_node;
return m_standing_node;
}
v3s16 LocalPlayer::getFootstepNodePos()
{
// Emit swimming sound if the player is in liquid
if (in_liquid_stable)
// Emit swimming sound if the player is in liquid
return floatToInt(getPosition(), BS);
// BS * 0.05 below the player's feet ensures a 1/16th height
// nodebox is detected instead of the node below it.
if (touching_ground)
// BS * 0.05 below the player's feet ensures a 1/16th height
// nodebox is detected instead of the node below it.
return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
// A larger distance below is necessary for a footstep sound
// when landing after a jump or fall. BS * 0.5 ensures water
// sounds when swimming in 1 node deep water.
return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
}
v3s16 LocalPlayer::getLightPosition() const
{
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
}
v3f LocalPlayer::getEyeOffset() const
{
float eye_height = camera_barely_in_ceiling ?
m_eye_height - 0.125f : m_eye_height;
return v3f(0, BS * eye_height, 0);
float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
return v3f(0.0f, BS * eye_height, 0.0f);
}
bool LocalPlayer::isDead() const
{
FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
return !getCAO()->isImmortal() && hp == 0;
}
// 3D acceleration
void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
const f32 max_increase_V, const bool use_pitch)
const f32 max_increase_V, const bool use_pitch)
{
const f32 yaw = getYaw();
const f32 pitch = getPitch();
@ -750,18 +725,18 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
flat_speed.rotateYZBy(-pitch);
v3f d_wanted = target_speed - flat_speed;
v3f d = v3f(0,0,0);
v3f d;
// Then compare the horizontal and vertical components with the wanted speed
if (max_increase_H > 0) {
v3f d_wanted_H = d_wanted * v3f(1,0,1);
if (max_increase_H > 0.0f) {
v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
if (d_wanted_H.getLength() > max_increase_H)
d += d_wanted_H.normalize() * max_increase_H;
else
d += d_wanted_H;
}
if (max_increase_V > 0) {
if (max_increase_V > 0.0f) {
f32 d_wanted_V = d_wanted.Y;
if (d_wanted_V > max_increase_V)
d.Y += max_increase_V;
@ -781,7 +756,7 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
// Temporary option for old move code
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
std::vector<CollisionInfo> *collision_info)
{
Map *map = &env->getMap();
const NodeDefManager *nodemgr = m_client->ndef();
@ -792,7 +767,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
if (isAttached) {
setPosition(overridePosition);
m_sneak_node_exists = false;
added_velocity = v3f();
added_velocity = v3f(0.0f);
return;
}
@ -806,12 +781,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
position += m_speed * dtime;
setPosition(position);
m_sneak_node_exists = false;
added_velocity = v3f();
added_velocity = v3f(0.0f);
return;
}
m_speed += added_velocity;
added_velocity = v3f();
added_velocity = v3f(0.0f);
/*
Collision detection
@ -825,7 +800,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
*/
if (in_liquid) {
// If in liquid, the threshold of coming out is at higher y
pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
@ -835,7 +810,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
}
} else {
// If not in liquid, the threshold of going in is at lower y
pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
@ -848,7 +823,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check if player is in liquid (the stable value)
*/
pp = floatToInt(position + v3f(0, 0, 0), BS);
pp = floatToInt(position + v3f(0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position)
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
@ -858,8 +833,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check if player is climbing
*/
pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
bool is_valid_position2;
MapNode node2 = map->getNode(pp2, &is_valid_position2);
@ -868,7 +843,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
is_climbing = false;
else
is_climbing = (nodemgr->get(node.getContent()).climbable ||
nodemgr->get(node2.getContent()).climbable) && !free_move;
nodemgr->get(node2.getContent()).climbable) && !free_move;
/*
Collision uncertainty radius
@ -876,11 +851,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
f32 d = 0.15 * BS;
f32 d = 0.15f * BS;
// This should always apply, otherwise there are glitches
sanity_check(d > pos_max_d);
// Maximum distance over border for sneaking
f32 sneak_max = BS * 0.4;
f32 sneak_max = BS * 0.4f;
/*
If sneaking, keep in range from the last walked node and don't
@ -889,14 +864,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && player_settings.free_move) && !in_liquid &&
physics_override_sneak) {
f32 maxd = 0.5 * BS + sneak_max;
f32 maxd = 0.5f * 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) {
// Move up if necessary
f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
if (position.Y < new_y)
position.Y = new_y;
/*
@ -904,15 +879,15 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
sneaking over the edges of current sneaking_node.
TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
*/
if (m_speed.Y < 0)
m_speed.Y = 0;
if (m_speed.Y < 0.0f)
m_speed.Y = 0.0f;
}
}
// this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
// TODO: This shouldn't be hardcoded but decided by the server
float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
v3f accel_f = v3f(0, 0, 0);
v3f accel_f;
const v3f initial_position = position;
const v3f initial_speed = m_speed;
@ -922,7 +897,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
// Positition was slightly changed; update standing node pos
if (touching_ground)
m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
else
m_standing_node = floatToInt(m_position, BS);
@ -942,10 +917,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
player is sneaking from, if any. If the node from under
the player has been removed, the player falls.
*/
f32 position_y_mod = 0.05 * BS;
if (m_sneak_node_bb_ymax > 0)
f32 position_y_mod = 0.05f * BS;
if (m_sneak_node_bb_ymax > 0.0f)
position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
if (m_sneak_node_exists &&
nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air") {
@ -960,10 +935,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
}
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
m_sneak_node_bb_ymax = 0;
v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
m_sneak_node_bb_ymax = 0.0f;
v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0 * BS;
f32 min_distance_f = 100000.0f * BS;
// If already seeking from some node, compare to it.
v3s16 new_sneak_node = m_sneak_node;
for (s16 x= -1; x <= 1; x++)
@ -973,11 +948,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
f32 max_axis_distance_f = MYMAX(
std::fabs(player_p2df.X - node_p2df.X),
std::fabs(player_p2df.Y - node_p2df.Y));
std::fabs(player_p2df.X - node_p2df.X),
std::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)
max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
continue;
// The node to be sneaked on has to be walkable
@ -990,7 +965,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
continue;
// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
if (!physics_override_sneak_glitch) {
node =map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable)
continue;
}
@ -999,13 +974,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
new_sneak_node = p;
}
bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
if (sneak_node_found) {
f32 cb_max = 0;
f32 cb_max = 0.0f;
MapNode n = map->getNode(m_sneak_node);
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(nodemgr, &nodeboxes);
@ -1034,7 +1009,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Report collisions
*/
// Dont report if flying
// Don't report if flying
if (collision_info && !(player_settings.free_move && fly_allowed)) {
for (const auto &info : result.collisions) {
collision_info->push_back(info);
@ -1044,7 +1019,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
if (!result.standing_on_object && !touching_ground_was && touching_ground) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
// Set camera impact value to be used for view bobbing
camera_impact = getSpeed().Y * -1;
camera_impact = getSpeed().Y * -1.0f;
}
{
@ -1060,14 +1035,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Update the node last under the player
*/
m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNode(
getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
// Determine if jumping is possible
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
@ -1075,11 +1049,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
m_speed.Y >= -0.5 * BS) {
m_speed.Y >= -0.5f * BS) {
float jumpspeed = movement_speed_jump * physics_override_jump;
if (m_speed.Y > 1) {
if (m_speed.Y > 1.0f) {
// Reduce boost when speed already is high
m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
} else {
m_speed.Y += jumpspeed;
}
@ -1096,24 +1070,23 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
// Slip on slippery nodes
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
Map *map = &env->getMap();
const ContentFeatures &f = nodemgr->get(map->getNode(
getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
int slippery = 0;
if (f.walkable)
slippery = itemgroup_get(f.groups, "slippery");
if (slippery >= 1) {
if (speedH == v3f(0.0f)) {
slippery = slippery * 2;
}
if (speedH == v3f(0.0f))
slippery *= 2;
return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
}
return 1.0f;
}
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result, const v3f &initial_position,
const v3f &initial_speed, f32 pos_max_d)
const collisionMoveResult &result, const v3f &initial_position,
const v3f &initial_speed, f32 pos_max_d)
{
PlayerSettings &player_settings = getPlayerSettings();
if (!player_settings.autojump)
@ -1123,10 +1096,12 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
return;
bool control_forward = control.up ||
(!control.up && !control.down &&
control.forw_move_joystick_axis < -0.05);
(!control.up && !control.down &&
control.forw_move_joystick_axis < -0.05f);
bool could_autojump =
m_can_jump && !control.jump && !control.sneak && control_forward;
m_can_jump && !control.jump && !control.sneak && control_forward;
if (!could_autojump)
return;
@ -1150,8 +1125,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
const NodeDefManager *ndef = env->getGameDef()->ndef();
bool is_position_valid;
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
if (!is_position_valid)
@ -1170,8 +1145,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
// try at peak of jump, zero step height
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
v3f(0, 0, 0));
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
// see if we can get a little bit farther horizontally if we had
// jumped

View File

@ -158,13 +158,13 @@ public:
private:
void accelerate(const v3f &target_speed, const f32 max_increase_H,
const f32 max_increase_V, const bool use_pitch);
const f32 max_increase_V, const bool use_pitch);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH);
void handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result,
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
const collisionMoveResult &result,
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
v3f m_position;
v3s16 m_standing_node;
@ -196,12 +196,14 @@ private:
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f;
float m_zoom_fov = 0.0f;
bool m_autojump = false;
float m_autojump_time = 0.0f;
v3f added_velocity = v3f(0.0f, 0.0f, 0.0f); // cleared on each move()
v3f added_velocity = v3f(0.0f); // cleared on each move()
// TODO: Rename to adhere to convention: added_velocity --> m_added_velocity
GenericCAO *m_cao = nullptr;
Client *m_client;