Fix water-glass and water-lava surfaces
[oweals/minetest.git] / src / player.cpp
index d59ae7049d3a561357942f9cf04f7b11cd2b34a9..73291182813d3396081d98b98a8f5569e13de525 100644 (file)
@@ -22,12 +22,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "connection.h"
 #include "constants.h"
 #include "utility.h"
-
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "settings.h"
 
 Player::Player():
        touching_ground(false),
        in_water(false),
        in_water_stable(false),
+       is_climbing(false),
        swimming_up(false),
        inventory_backup(NULL),
        craftresult_is_preview(true),
@@ -331,9 +335,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Calculate new position
        */
        position += m_speed * dtime;
-
+       
        // Skip collision detection if a special movement mode is used
-       bool free_move = g_settings.getBool("free_move");
+       bool free_move = g_settings->getBool("free_move");
        if(free_move)
        {
                setPosition(position);
@@ -489,6 +493,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                        <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
                        <<"):"<<std::endl;*/
        
+       bool standing_on_unloaded = false;
+       
        /*
                Go through every node around the player
        */
@@ -496,6 +502,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        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++)
        {
+               bool is_unloaded = false;
                try{
                        // Player collides into walkable nodes
                        if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
@@ -503,6 +510,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                }
                catch(InvalidPositionException &e)
                {
+                       is_unloaded = true;
                        // Doing nothing here will block the player from
                        // walking over map borders
                }
@@ -527,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                                && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
                ){
                        touching_ground = true;
+                       if(is_unloaded)
+                               standing_on_unloaded = true;
                }
                
                // If player doesn't intersect with node, ignore node.
@@ -708,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        if(collision_info)
        {
                // Report fall collision
-               if(old_speed.Y < m_speed.Y - 0.1)
+               if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
                {
                        CollisionInfo info;
                        info.t = COLLISION_FALL;
@@ -740,9 +750,9 @@ void LocalPlayer::applyControl(float dtime)
        
        v3f speed = v3f(0,0,0);
 
-       bool free_move = g_settings.getBool("free_move");
-       bool fast_move = g_settings.getBool("fast_move");
-       bool continuous_forward = g_settings.getBool("continuous_forward");
+       bool free_move = g_settings->getBool("free_move");
+       bool fast_move = g_settings->getBool("fast_move");
+       bool continuous_forward = g_settings->getBool("continuous_forward");
 
        if(free_move || is_climbing)
        {