Add disable_jump and fall_damage_add_percent node groups

master
Perttu Ahola 2012-09-01 12:07:27 +03:00
parent 6a16075912
commit b17d3e7ad7
4 changed files with 20 additions and 2 deletions

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@ -453,6 +453,8 @@ Special groups
- 2: node is removed without tool wear after 0.5 seconds or so
(rail, sign)
- 3: node is removed without tool wear immediately (torch)
- disable_jump: Player (and possibly other things) cannot jump from node
- fall_damage_add_percent: damage speed = speed * (1 + value/100)
Known damage and digging time defining groups
----------------------------------------------

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@ -2040,6 +2040,11 @@ void ClientEnvironment::step(float dtime)
//f32 tolerance = BS*12; // 3 without damage
f32 tolerance = BS*14; // 5 without damage
f32 factor = 1;
const ContentFeatures &f = m_gamedef->ndef()->
get(m_map->getNodeNoEx(lplayer->getStandingNodePos()));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
info.speed *= (1.0 + (float)addp/100.0);
if(info.speed > tolerance)
{
f32 damage_f = (info.speed - tolerance)/BS*factor;

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@ -38,7 +38,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
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_need_to_get_new_sneak_node(true),
m_can_jump(false)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
@ -314,6 +315,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
@ -459,7 +469,7 @@ void LocalPlayer::applyControl(float dtime)
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
else if(m_can_jump)
{
/*
NOTE: The d value in move() affects jump height by

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@ -101,6 +101,7 @@ private:
std::string m_old_node_below_type;
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
bool m_can_jump;
};
#endif