Add descriptions to command line arguments
[oweals/minetest.git] / src / collision.cpp
index 3d322cf0c4baee77342ab5026e652e639e01ecb4..3460b04fdb719f75072c444ae243f61a5957de0a 100644 (file)
@@ -20,9 +20,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "collision.h"
 #include "mapblock.h"
 #include "map.h"
+#include "nodedef.h"
+#include "gamedef.h"
 
-collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
-               const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
                f32 dtime, v3f &pos_f, v3f &speed_f)
 {
        collisionMoveResult result;
@@ -70,16 +72,21 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
        
        /*
                Go through every node around the object
-               TODO: Calculate the range of nodes that need to be checked
        */
-       for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
-       for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
-       for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
+       s16 min_x = (box_0.MinEdge.X / BS) - 2;
+       s16 min_y = (box_0.MinEdge.Y / BS) - 2;
+       s16 min_z = (box_0.MinEdge.Z / BS) - 2;
+       s16 max_x = (box_0.MaxEdge.X / BS) + 1;
+       s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
+       s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
+       for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
+       for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
+       for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
        {
                try{
                        // Object collides into walkable nodes
                        MapNode n = map->getNode(v3s16(x,y,z));
-                       if(content_features(n).walkable == false)
+                       if(gamedef->getNodeDefManager()->get(n).walkable == false)
                                continue;
                }
                catch(InvalidPositionException &e)
@@ -175,6 +182,7 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
                                speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
                                pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
                                pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
+                               result.collides = true;
                        }
                
                }
@@ -183,8 +191,8 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
        return result;
 }
 
-collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
-               const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
+               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
                f32 dtime, v3f &pos_f, v3f &speed_f)
 {
        collisionMoveResult final_result;
@@ -225,11 +233,13 @@ collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
                        dtime_downcount = 0;
                }
 
-               collisionMoveResult result = collisionMoveSimple(map, pos_max_d,
-                               box_0, dtime_part, pos_f, speed_f);
+               collisionMoveResult result = collisionMoveSimple(map, gamedef,
+                               pos_max_d, box_0, dtime_part, pos_f, speed_f);
 
                if(result.touching_ground)
                        final_result.touching_ground = true;
+               if(result.collides)
+                       final_result.collides = true;
        }
        while(dtime_downcount > 0.001);