Fix variable names and comments in crawling and extended block selecting

master
jachoo 2011-12-14 20:10:35 +01:00
parent 6347f4aeeb
commit 082dd7e4e1
5 changed files with 29 additions and 32 deletions

View File

@ -346,9 +346,8 @@ PointedThing getPointedThing(Client *client, v3f player_position,
// That didn't work, try to find a pointed at node // That didn't work, try to find a pointed at node
static const bool extBlockSel = g_settings->getBool("extended_block_selecting"); static const bool ext_block_sel = g_settings->getBool("extended_block_selecting");
bool onlyFreeFound = false; bool free_node_found = false;
bool freeNodeFound = false;
f32 mindistance = BS * 1001; //used for regular blocks f32 mindistance = BS * 1001; //used for regular blocks
f32 maxdistance = -BS * 1001; //used for free blocks f32 maxdistance = -BS * 1001; //used for free blocks
@ -576,7 +575,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
should_show_hilightbox = true; should_show_hilightbox = true;
//if no node has been found - we try to find 'fake' pointed node //if no node has been found - we try to find 'fake' pointed node
}else if(extBlockSel }else if(ext_block_sel
&& result.type == POINTEDTHING_NOTHING && result.type == POINTEDTHING_NOTHING
&& distance < (BS*6) //is this enough? && distance < (BS*6) //is this enough?
&& np != pos_i && np != pos_i
@ -598,10 +597,10 @@ PointedThing getPointedThing(Client *client, v3f player_position,
continue; continue;
//check if we can build onto this node by normally selecting it //check if we can build onto this node by normally selecting it
if( npos.X==camdir_i.X //is it same direction as camera? if( npos.X==camdir_i.X //check if it's the same direction as camera
|| npos.Y==camdir_i.Y || npos.Y==camdir_i.Y
|| npos.Z==camdir_i.Z || npos.Z==camdir_i.Z
|| (npos.X != 0 && cam_i.X == np.X) //is it the same axis as camera? || (npos.X != 0 && cam_i.X == np.X) //check if it's the same axis as camera
|| (npos.Y != 0 && cam_i.Y == np.Y) || (npos.Y != 0 && cam_i.Y == np.Y)
|| (npos.Z != 0 && cam_i.Z == np.Z) ) || (npos.Z != 0 && cam_i.Z == np.Z) )
{ {
@ -619,10 +618,10 @@ PointedThing getPointedThing(Client *client, v3f player_position,
maxdistance = distance; maxdistance = distance;
//result.type = POINTEDTHING_NODE; //we can't do this here! //result.type = POINTEDTHING_NODE; //we can't do this here
freeNodeFound = true; //instead, we set this and check at the end free_node_found = true; //instead, we set this and check at the end
result.node_undersurface = neigh_pos; //yes, these are swaped! result.node_undersurface = neigh_pos; //yes, these are swaped
result.node_abovesurface = np; result.node_abovesurface = np;
const float d = 0.502; const float d = 0.502;
@ -641,7 +640,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
} // regular block } // regular block
} // for coords } // for coords
if(extBlockSel && result.type == POINTEDTHING_NOTHING && freeNodeFound){ if(ext_block_sel && result.type == POINTEDTHING_NOTHING && free_node_found){
result.is_fake = true; result.is_fake = true;
result.type = POINTEDTHING_NODE; result.type = POINTEDTHING_NODE;
should_show_hilightbox = true; should_show_hilightbox = true;

View File

@ -31,8 +31,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "environment.h" #include "environment.h"
#include "gamedef.h" #include "gamedef.h"
f32 Player::m_eyeOffsetMax = BS+(5*BS)/8; #define EYE_OFFSET_MAX (BS+(5*BS)/8)
f32 Player::m_eyeOffsetMin = BS * 0.9f; #define EYE_OFFSET_MIN (BS * 0.9f)
Player::Player(IGameDef *gamedef): Player::Player(IGameDef *gamedef):
touching_ground(false), touching_ground(false),
@ -51,7 +51,7 @@ Player::Player(IGameDef *gamedef):
m_yaw(0), m_yaw(0),
m_speed(0,0,0), m_speed(0,0,0),
m_position(0,0,0), m_position(0,0,0),
m_eyeOffset(0,m_eyeOffsetMax,0) m_eye_offset(0,EYE_OFFSET_MAX,0)
{ {
updateName("<not set>"); updateName("<not set>");
resetInventory(); resetInventory();
@ -294,8 +294,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
assert(d > pos_max_d); assert(d > pos_max_d);
float player_radius = BS*0.35; float player_radius = BS*0.35;
float player_height = m_eyeOffset.Y + BS*0.05f; float player_height = m_eye_offset.Y + BS*0.05f;
float player_maxheight = m_eyeOffsetMax + BS*0.05f; float player_maxheight = EYE_OFFSET_MAX + BS*0.05f;
// Maximum distance over border for sneaking // Maximum distance over border for sneaking
f32 sneak_max = BS*0.4; f32 sneak_max = BS*0.4;
@ -603,7 +603,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
Check if player must crawl Check if player must crawl
*/ */
bool must_crawl = false; bool must_crawl = false;
v3s16 pos_head_i = floatToInt(v3f(position.X,position.Y+m_eyeOffsetMax+BS*0.05f,position.Z), BS); v3s16 pos_head_i = floatToInt(v3f(position.X,position.Y+EYE_OFFSET_MAX+BS*0.05f,position.Z), BS);
for(s16 z = -1; z <= 1; z++) for(s16 z = -1; z <= 1; z++)
for(s16 x = -1; x <= 1; x++) for(s16 x = -1; x <= 1; x++)
{ {
@ -613,8 +613,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(nodemgr->get(map.getNode(np)).walkable == false) if(nodemgr->get(map.getNode(np)).walkable == false)
continue; continue;
core::aabbox3d<f32> nodebox = getNodeBox(np, BS); core::aabbox3d<f32> nodebox = getNodeBox(np, BS);
if( (m_must_crawl || control.crawl) //shall we test it? if( (m_must_crawl || control.crawl) //only if we were crawling before
&& playerbox_standing.intersectsWithBox(nodebox) //colliding with the node? && playerbox_standing.intersectsWithBox(nodebox) //only when colliding with the node
) )
{ {
must_crawl = true; must_crawl = true;
@ -798,14 +798,14 @@ void LocalPlayer::applyControl(float dtime)
static const f32 eyes_delta = 10.f; static const f32 eyes_delta = 10.f;
if(control.crawl){ if(control.crawl){
//crawling //crawling
if(m_eyeOffset.Y > m_eyeOffsetMin + 0.01f) if(m_eye_offset.Y > EYE_OFFSET_MIN + 0.01f)
m_eyeOffset.Y += (m_eyeOffsetMin-m_eyeOffset.Y) * eyes_delta * dtime; m_eye_offset.Y += (EYE_OFFSET_MIN-m_eye_offset.Y) * eyes_delta * dtime;
else m_eyeOffset.Y = m_eyeOffsetMin; else m_eye_offset.Y = EYE_OFFSET_MIN;
}else{ }else{
//standing //standing
if(m_eyeOffset.Y < m_eyeOffsetMax - 0.01f) if(m_eye_offset.Y < EYE_OFFSET_MAX - 0.01f)
m_eyeOffset.Y += (m_eyeOffsetMax-m_eyeOffset.Y) * eyes_delta * dtime; m_eye_offset.Y += (EYE_OFFSET_MAX-m_eye_offset.Y) * eyes_delta * dtime;
else m_eyeOffset.Y = m_eyeOffsetMax; else m_eye_offset.Y = EYE_OFFSET_MAX;
} }
} }
#endif #endif

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@ -70,7 +70,7 @@ public:
// return v3f(0, BS+BS/2, 0); // return v3f(0, BS+BS/2, 0);
// This is more like in minecraft // This is more like in minecraft
//return v3f(0,BS+(5*BS)/8,0); //return v3f(0,BS+(5*BS)/8,0);
return m_eyeOffset; return m_eye_offset;
} }
v3f getEyePosition() v3f getEyePosition()
@ -170,9 +170,7 @@ protected:
f32 m_yaw; f32 m_yaw;
v3f m_speed; v3f m_speed;
v3f m_position; v3f m_position;
v3f m_eyeOffset; v3f m_eye_offset;
static f32 m_eyeOffsetMax;
static f32 m_eyeOffsetMin;
public: public:

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@ -274,9 +274,9 @@ std::string PointedThing::dump() const
{ {
const v3s16 &u = node_undersurface; const v3s16 &u = node_undersurface;
const v3s16 &a = node_abovesurface; const v3s16 &a = node_abovesurface;
os<<"[node under="<<u.X<<","<<u.Y<<","<<u.Z os << "[node under="<<u.X<<","<<u.Y<<","<<u.Z
<< " above="<<a.X<<","<<a.Y<<","<<a.Z << " above="<<a.X<<","<<a.Y<<","<<a.Z
<< (is_fake?" fake]":"]"); << (is_fake?" fake]":"]");
} }
else if(type == POINTEDTHING_OBJECT) else if(type == POINTEDTHING_OBJECT)
{ {

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@ -1766,7 +1766,7 @@ struct PointedThing
v3s16 node_undersurface; v3s16 node_undersurface;
v3s16 node_abovesurface; v3s16 node_abovesurface;
s16 object_id; s16 object_id;
bool is_fake; //if true, then disallow digging! [not serialized!] bool is_fake; //if true, then disallow digging [not serialized!]
PointedThing(); PointedThing();
std::string dump() const; std::string dump() const;