added sneaking/crouching and changelog
parent
0947c4cc48
commit
14fafc7217
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@ -0,0 +1,7 @@
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Minetest-c55 changelog
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----------------------
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2011-02-14:
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- Created changelog.txt
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- Added sneaking/crouching
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@ -67,10 +67,15 @@ void Environment::step(float dtime)
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}
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//playerspeed.stop();
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/*
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Maximum position increment
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*/
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//f32 position_max_increment = 0.05*BS;
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f32 position_max_increment = 0.1*BS;
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// Maximum time increment (for collision detection etc)
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// Allow 0.1 blocks per increment
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// time = distance / speed
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f32 dtime_max_increment = 0.1*BS / maximum_player_speed;
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f32 dtime_max_increment = position_max_increment / maximum_player_speed;
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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@ -137,7 +142,7 @@ void Environment::step(float dtime)
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Move the player.
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For local player, this also calculates collision detection.
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*/
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player->move(dtime_part, *m_map);
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player->move(dtime_part, *m_map, position_max_increment);
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/*
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Update lighting on remote players on client
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@ -116,6 +116,7 @@ void GUIPauseMenu::regenerateGui(v2u32 screensize)
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L"- Mouse right: place blocks\n"
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L"- Mouse wheel: select item\n"
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L"- 0...9: select item\n"
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L"- Shift: sneak\n"
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L"- R: Toggle viewing all loaded chunks\n"
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L"- I: Inventory menu\n"
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L"- ESC: This menu\n"
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@ -78,6 +78,7 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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- NOTE: Player::move is more up-to-date.
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SUGG: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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@ -2261,6 +2262,7 @@ int main(int argc, char *argv[])
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bool a_right,
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bool a_jump,
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bool a_superspeed,
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bool a_sneak,
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float a_pitch,
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float a_yaw*/
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PlayerControl control(
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@ -2270,6 +2272,8 @@ int main(int argc, char *argv[])
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g_input->isKeyDown(irr::KEY_KEY_D),
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g_input->isKeyDown(irr::KEY_SPACE),
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g_input->isKeyDown(irr::KEY_KEY_E),
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g_input->isKeyDown(irr::KEY_LSHIFT)
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|| g_input->isKeyDown(irr::KEY_RSHIFT),
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camera_pitch,
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camera_yaw
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);
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@ -4479,6 +4479,9 @@ MapBlock * ServerMap::emergeBlock(
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{
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dstream<<"emergeBlock: emergeSector() failed: "
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<<e.what()<<std::endl;
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dstream<<"Path to failed sector: "<<getSectorDir(p2d)
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<<std::endl
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<<"You could try to delete it."<<std::endl;
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throw e;
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}
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360
src/player.cpp
360
src/player.cpp
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@ -235,7 +235,7 @@ void RemotePlayer::updateName(const char *name)
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}
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}
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void RemotePlayer::move(f32 dtime, Map &map)
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void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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m_pos_animation_time_counter += dtime;
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m_pos_animation_counter += dtime;
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@ -259,7 +259,8 @@ void RemotePlayer::move(f32 dtime, Map &map)
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer()
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LocalPlayer::LocalPlayer():
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m_last_walked_node(32767,32767,32767)
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{
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}
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@ -267,7 +268,7 @@ LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, Map &map)
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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v3f position = getPosition();
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v3f oldpos = position;
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@ -276,13 +277,14 @@ void LocalPlayer::move(f32 dtime, Map &map)
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings.getBool("free_move");
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// Skip collision detection if player is non-local or
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// a special movement mode is used
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if(isLocal() == false || free_move)
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if(free_move)
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{
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setPosition(position);
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return;
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@ -291,21 +293,24 @@ void LocalPlayer::move(f32 dtime, Map &map)
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/*
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Collision detection
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position);
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/*
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Check if player is in water (the oscillating value)
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*/
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try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,0,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
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in_water = content_liquid(map.getNode(pp).d);
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}
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// If not in water, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
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in_water = content_liquid(map.getNode(pp).d);
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}
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}
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@ -326,31 +331,76 @@ void LocalPlayer::move(f32 dtime, Map &map)
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in_water_stable = false;
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}
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// The frame length is limited to the player going 0.1*BS per call
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f32 d = (float)BS * 0.15;
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving much smoother
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f32 d = 0.15*BS;
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#define PLAYER_RADIUS (BS*0.3)
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#define PLAYER_HEIGHT (BS*1.7)
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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float player_radius = BS*0.35;
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float player_height = BS*1.7;
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_last_walked_node);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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}
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}
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/*
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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - PLAYER_RADIUS,
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - PLAYER_RADIUS,
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position.X + PLAYER_RADIUS,
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position.Y + PLAYER_HEIGHT,
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position.Z + PLAYER_RADIUS
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - PLAYER_RADIUS,
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - PLAYER_RADIUS,
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oldpos.X + PLAYER_RADIUS,
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oldpos.Y + PLAYER_HEIGHT,
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oldpos.Z + PLAYER_RADIUS
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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);
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//hilightboxes.push_back(playerbox);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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@ -358,88 +408,183 @@ void LocalPlayer::move(f32 dtime, Map &map)
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
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try{
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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continue;
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}
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}
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catch(InvalidPositionException &e)
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{
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = Map::getNodeBox(
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v3s16(x,y,z));
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// See if the player is touching ground
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if(
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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}
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if(playerbox.intersectsWithBox(nodebox))
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{
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v3f dirs[3] = {
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v3f(0,0,1), // back
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v3f(0,1,0), // top
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v3f(1,0,0), // right
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};
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for(u16 i=0; i<3; i++)
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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bool main_edge_collides =
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((nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0)
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0));
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bool other_edges_collide = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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try{
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_edges_collide = false;
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break;
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}
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}
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if(main_edge_collides && other_edges_collide)
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catch(InvalidPositionException &e)
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{
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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// Doing nothing here will block the player from
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// walking over map borders
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}
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}
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} // if(playerbox.intersectsWithBox(nodebox))
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} // for x
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} // for z
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} // for y
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core::aabbox3d<f32> nodebox = Map::getNodeBox(
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v3s16(x,y,z));
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/*
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See if the player is touching ground.
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Player touches ground if player's minimum Y is near node's
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maximum Y and player's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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}
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// If player doesn't intersect with node, ignore node.
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if(playerbox.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when player is going through a surface.
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*/
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/*f32 neg_d = d;
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f32 pos_d = d;
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// Make it easier to get on top of a node
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if(i == 1)
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neg_d = 0.15*BS;
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + neg_d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - pos_d
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&& m_speed.dotProduct(dirs[i]) > 0);*/
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of player and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the position in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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}
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}
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} // xyz
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/*
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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.
|
||||
*/
|
||||
{
|
||||
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);
|
||||
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;
|
||||
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);
|
||||
v2f node_p2df(pf.X, pf.Z);
|
||||
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
||||
if(distance_f > min_distance_f)
|
||||
continue;
|
||||
try{
|
||||
if(content_walkable(map.getNode(p).d) == false)
|
||||
continue;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
min_distance_f = distance_f;
|
||||
new_last_walked_node = p;
|
||||
}
|
||||
|
||||
m_last_walked_node = new_last_walked_node;
|
||||
}
|
||||
|
||||
/*
|
||||
Set new position
|
||||
*/
|
||||
setPosition(position);
|
||||
}
|
||||
|
||||
|
@ -449,10 +594,8 @@ void LocalPlayer::applyControl(float dtime)
|
|||
swimming_up = false;
|
||||
|
||||
// Random constants
|
||||
#define WALK_ACCELERATION (4.0 * BS)
|
||||
#define WALKSPEED_MAX (4.0 * BS)
|
||||
f32 walk_acceleration = WALK_ACCELERATION;
|
||||
f32 walkspeed_max = WALKSPEED_MAX;
|
||||
f32 walk_acceleration = 4.0 * BS;
|
||||
f32 walkspeed_max = 4.0 * BS;
|
||||
|
||||
setPitch(control.pitch);
|
||||
setYaw(control.yaw);
|
||||
|
@ -538,6 +681,11 @@ void LocalPlayer::applyControl(float dtime)
|
|||
else if(touching_ground)
|
||||
{
|
||||
v3f speed = getSpeed();
|
||||
/*
|
||||
NOTE: The d value in move() affects jump height by
|
||||
raising the height at which the jump speed is kept
|
||||
at its starting value
|
||||
*/
|
||||
speed.Y = 6.5*BS;
|
||||
setSpeed(speed);
|
||||
}
|
||||
|
@ -554,7 +702,9 @@ void LocalPlayer::applyControl(float dtime)
|
|||
|
||||
// The speed of the player (Y is ignored)
|
||||
if(superspeed)
|
||||
speed = speed.normalize() * walkspeed_max * 5;
|
||||
speed = speed.normalize() * walkspeed_max * 5.0;
|
||||
else if(control.sneak)
|
||||
speed = speed.normalize() * walkspeed_max / 3.0;
|
||||
else
|
||||
speed = speed.normalize() * walkspeed_max;
|
||||
|
||||
|
|
14
src/player.h
14
src/player.h
|
@ -42,7 +42,7 @@ public:
|
|||
void resetInventory();
|
||||
|
||||
//void move(f32 dtime, Map &map);
|
||||
virtual void move(f32 dtime, Map &map) = 0;
|
||||
virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
|
||||
|
||||
v3f getSpeed()
|
||||
{
|
||||
|
@ -147,7 +147,7 @@ public:
|
|||
return false;
|
||||
}
|
||||
|
||||
virtual void move(f32 dtime, Map &map)
|
||||
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -240,7 +240,7 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
|
||||
private:
|
||||
scene::IMeshSceneNode *m_node;
|
||||
|
@ -267,6 +267,7 @@ struct PlayerControl
|
|||
right = false;
|
||||
jump = false;
|
||||
aux1 = false;
|
||||
sneak = false;
|
||||
pitch = 0;
|
||||
yaw = 0;
|
||||
}
|
||||
|
@ -277,6 +278,7 @@ struct PlayerControl
|
|||
bool a_right,
|
||||
bool a_jump,
|
||||
bool a_aux1,
|
||||
bool a_sneak,
|
||||
float a_pitch,
|
||||
float a_yaw
|
||||
)
|
||||
|
@ -287,6 +289,7 @@ struct PlayerControl
|
|||
right = a_right;
|
||||
jump = a_jump;
|
||||
aux1 = a_aux1;
|
||||
sneak = a_sneak;
|
||||
pitch = a_pitch;
|
||||
yaw = a_yaw;
|
||||
}
|
||||
|
@ -296,6 +299,7 @@ struct PlayerControl
|
|||
bool right;
|
||||
bool jump;
|
||||
bool aux1;
|
||||
bool sneak;
|
||||
float pitch;
|
||||
float yaw;
|
||||
};
|
||||
|
@ -311,13 +315,15 @@ public:
|
|||
return true;
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
|
||||
void applyControl(float dtime);
|
||||
|
||||
PlayerControl control;
|
||||
|
||||
private:
|
||||
// This is used for determining the sneaking range
|
||||
v3s16 m_last_walked_node;
|
||||
};
|
||||
#endif // !SERVER
|
||||
|
||||
|
|
31
src/voxel.h
31
src/voxel.h
|
@ -30,7 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#undef max
|
||||
|
||||
/*
|
||||
A fast voxel manipulator class
|
||||
A fast voxel manipulator class.
|
||||
|
||||
In normal operation, it fetches more map when it is requested.
|
||||
It can also be used so that all allowed area is fetched at the
|
||||
start, using ManualMapVoxelManipulator.
|
||||
|
||||
Not thread-safe.
|
||||
*/
|
||||
|
@ -401,6 +405,31 @@ public:
|
|||
|
||||
return m_data[m_area.index(p)];
|
||||
}*/
|
||||
|
||||
/*
|
||||
Set stuff if available without an emerge.
|
||||
Return false if failed.
|
||||
This is convenient but slower than playing around directly
|
||||
with the m_data table with indices.
|
||||
*/
|
||||
bool setNodeNoEmerge(v3s16 p, MapNode n)
|
||||
{
|
||||
if(m_area.contains(p) == false)
|
||||
return false;
|
||||
m_data[m_area.index(p)] = n;
|
||||
}
|
||||
bool setNodeNoEmerge(s32 i, MapNode n)
|
||||
{
|
||||
if(m_area.contains(i) == false)
|
||||
return false;
|
||||
m_data[i] = n;
|
||||
}
|
||||
/*bool setContentNoEmerge(v3s16 p, u8 c)
|
||||
{
|
||||
if(isValidPosition(p) == false)
|
||||
return false;
|
||||
m_data[m_area.index(p)].d = c;
|
||||
}*/
|
||||
|
||||
/*
|
||||
Control
|
||||
|
|
Loading…
Reference in New Issue