#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),
hp(20),
peer_id(PEER_ID_INEXISTENT),
+ m_selected_item(0),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
Player::~Player()
{
+ delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+ m_selected_item = item;
}
void Player::resetInventory()
args.writeLines(os);
os<<"PlayerArgsEnd\n";
-
- inventory.serialize(os);
+
+ // If actual inventory is backed up due to creative mode, save it
+ // instead of the dummy creative mode inventory
+ if(inventory_backup)
+ inventory_backup->serialize(os);
+ else
+ inventory.serialize(os);
}
void Player::deSerialize(std::istream &is)
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);
in_water_stable = false;
}
+ /*
+ Check if player is climbing
+ */
+
+ try {
+ v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+ v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+ is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
+ content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
+ }
+ catch(InvalidPositionException &e)
+ {
+ is_climbing = false;
+ }
+
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
Player is allowed to jump when this is true.
*/
touching_ground = false;
-
+
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<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)
{
+ is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
}
&& 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)
+ if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
speed.Y = -walkspeed_max;
setSpeed(speed);
}
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = -3*BS;
+ setSpeed(speed);
+ }
else
{
// If not free movement but fast is allowed, aux1 is
setSpeed(speed);
swimming_up = true;
}
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = 3*BS;
+ setSpeed(speed);
+ }
}
// The speed of the player (Y is ignored)