#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),
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
-
- // No tool wielded initially
- wield = NULL;
}
LocalPlayer::~LocalPlayer()
{
}
-void LocalPlayer::wieldItem(u16 item)
-{
- m_selected_item = item;
-
- if(wield) {
- InventoryItem* i = inventory.getList("main")->getItem(m_selected_item);
-
- if(i && strcmp(i->getName(), "ToolItem") == 0) {
- wield->getMaterial(0).setTexture(0, i->getImageRaw());
- wield->setVisible(true);
- }
- else
- wield->setVisible(false);
- }
-}
-
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
/*
Calculate new position
*/
- if(is_frozen) {
- // Still move very slowly so as not to feel all completely stuck
- position += m_speed * dtime * 0.001;
- }
- else {
- position += m_speed * dtime;
- }
+ position += m_speed * dtime;
- /*
- If the player enters an unloaded chunk this is set to true.
- */
- is_frozen = false;
-
// 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);
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
+ bool standing_on_unloaded = false;
+
/*
Go through every node around the player
*/
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)
}
catch(InvalidPositionException &e)
{
- if(!is_frozen) {
- // freeze when entering unloaded areas
- is_frozen = true;
- }
- continue;
+ is_unloaded = true;
+ // Doing nothing here will block the player from
+ // walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
&& 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.
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;
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)
{