static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
if (nodeboxes.empty())
- return aabb3f(0, 0, 0, 0, 0, 0);
+ return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
aabb3f b_max;
}
bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
- const v3f &sneak_max)
+ const v3f &sneak_max)
{
static const v3s16 dir9_center[9] = {
v3s16( 0, 0, 0),
bool new_sneak_node_exists = m_sneak_node_exists;
// We want the top of the sneak node to be below the players feet
- f32 position_y_mod = 0.05 * BS;
+ f32 position_y_mod = 0.05f * BS;
if (m_sneak_node_exists)
position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
// Get position of current standing node
- const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+ const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
if (current_node != m_sneak_node) {
new_sneak_node_exists = false;
// Get new sneak node
m_sneak_ladder_detected = false;
- f32 min_distance_f = 100000.0 * BS;
+ f32 min_distance_f = 100000.0f * BS;
for (const auto &d : dir9_center) {
const v3s16 p = current_node + d;
f32 distance_f = diff.getLength();
if (distance_f > min_distance_f ||
- fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
- fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
+ fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
+ fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
continue;
// And the node(s) above have to be nonwalkable
bool ok = true;
if (!physics_override_sneak_glitch) {
- u16 height = ceilf(
- (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
- );
+ u16 height =
+ ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
for (u16 y = 1; y <= height; y++) {
node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable) {
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
- if (!collision_info || collision_info->empty()) {
- // Node at feet position, update each ClientEnvironment::step()
+ // Node at feet position, update each ClientEnvironment::step()
+ if (!collision_info || collision_info->empty())
m_standing_node = floatToInt(m_position, BS);
- }
// Temporary option for old move code
if (!physics_override_new_move) {
// Copy parent position if local player is attached
if (isAttached) {
setPosition(overridePosition);
- added_velocity = v3f(); // ignored
+ added_velocity = v3f(0.0f); // ignored
return;
}
if (noclip && free_move) {
position += m_speed * dtime;
setPosition(position);
- added_velocity = v3f(); // ignored
+ added_velocity = v3f(0.0f); // ignored
return;
}
m_speed += added_velocity;
- added_velocity = v3f();
+ added_velocity = v3f(0.0f);
/*
Collision detection
// If in liquid, the threshold of coming out is at higher y
if (in_liquid)
{
- pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+ pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
} else {
in_liquid = false;
}
- }
- // If not in liquid, the threshold of going in is at lower y
- else
- {
- pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+ } else {
+ // If not in liquid, the threshold of going in is at lower y
+
+ pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
/*
Check if player is in liquid (the stable value)
*/
- pp = floatToInt(position + v3f(0,0,0), BS);
+ pp = floatToInt(position + v3f(0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
}
/*
- Check if player is climbing
+ Check if player is climbing
*/
-
- pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
- v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+ pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
+ v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
bool is_valid_position2;
MapNode node2 = map->getNode(pp2, &is_valid_position2);
if (!(is_valid_position && is_valid_position2)) {
is_climbing = false;
} else {
- is_climbing = (nodemgr->get(node.getContent()).climbable
- || nodemgr->get(node2.getContent()).climbable) && !free_move;
+ is_climbing = (nodemgr->get(node.getContent()).climbable ||
+ nodemgr->get(node2.getContent()).climbable) && !free_move;
}
/*
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
- f32 d = 0.15*BS;
+ f32 d = 0.15f * BS;
// This should always apply, otherwise there are glitches
sanity_check(d > pos_max_d);
float player_stepheight = (m_cao == nullptr) ? 0.0f :
(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
- v3f accel_f = v3f(0,0,0);
+ v3f accel_f;
const v3f initial_position = position;
const v3f initial_speed = m_speed;
if (m_sneak_ladder_detected) {
// restore legacy behaviour (this makes the m_speed.Y hack necessary)
- sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
+ sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
}
/*
bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
if (position.X != old_pos.X)
- m_speed.X = 0;
+ m_speed.X = 0.0f;
if (position.Z != old_pos.Z)
- m_speed.Z = 0;
+ m_speed.Z = 0.0f;
}
- if (y_diff > 0 && m_speed.Y <= 0 &&
+ if (y_diff > 0 && m_speed.Y <= 0.0f &&
(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
// Move player to the maximal height when falling or when
// the ledge is climbed on the next step.
// Smoothen the movement (based on 'position.Y = bmax.Y')
position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
position.Y = std::min(position.Y, bmax.Y);
- m_speed.Y = 0;
+ m_speed.Y = 0.0f;
}
// Allow jumping on node edges while sneaking
- if (m_speed.Y == 0 || m_sneak_ladder_detected)
+ if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
sneak_can_jump = true;
if (collision_info &&
Report collisions
*/
- if(!result.standing_on_object && !touching_ground_was && touching_ground) {
+ if (!result.standing_on_object && !touching_ground_was && touching_ground) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
// Set camera impact value to be used for view bobbing
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map->getNode(camera_np);
- if(n.getContent() != CONTENT_IGNORE){
- if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
+ if (n.getContent() != CONTENT_IGNORE) {
+ if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
camera_barely_in_ceiling = true;
- }
}
}
// Determine if jumping is possible
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
- m_can_jump = ((touching_ground && !is_climbing)
- || sneak_can_jump) && !m_disable_jump;
+ m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5 * BS) {
+ m_speed.Y >= -0.5f * BS) {
float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1) {
+ if (m_speed.Y > 1.0f) {
// Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+ m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
} else {
m_speed.Y += jumpspeed;
}
setYaw(control.yaw);
// Nullify speed and don't run positioning code if the player is attached
- if(isAttached)
- {
- setSpeed(v3f(0,0,0));
+ if (isAttached) {
+ setSpeed(v3f(0.0f));
return;
}
// All vectors are relative to the player's yaw,
// (and pitch if pitch move mode enabled),
// and will be rotated at the end
- v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
- v3f speedV = v3f(0,0,0); // Vertical (Y)
+ v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
bool fly_allowed = m_client->checkLocalPrivilege("fly");
bool fast_allowed = m_client->checkLocalPrivilege("fast");
superspeed = true;
// Old descend control
- if (player_settings.aux1_descends)
- {
+ if (player_settings.aux1_descends) {
// If free movement and fast movement, always move fast
- if(free_move && fast_move)
+ if (free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
- if(control.aux1)
- {
- if(free_move)
- {
+ if (control.aux1) {
+ if (free_move) {
// In free movement mode, aux1 descends
- if(fast_move)
+ if (fast_move)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
- }
- else if(in_liquid || in_liquid_stable)
- {
+ } else if (in_liquid || in_liquid_stable) {
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
- }
- else if(is_climbing)
- {
+ } else if (is_climbing) {
speedV.Y = -movement_speed_climb;
- }
- else
- {
+ } else {
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
- if(fast_move)
+ if (fast_move)
superspeed = true;
}
}
- }
- // New minecraft-like descend control
- else
- {
+ } else {
+ // New minecraft-like descend control
+
// Auxiliary button 1 (E)
- if(control.aux1)
- {
- if(!is_climbing)
- {
+ if (control.aux1) {
+ if (!is_climbing) {
// aux1 is "Turbo button"
- if(fast_move)
+ if (fast_move)
superspeed = true;
}
}
- if(control.sneak)
- {
- if(free_move)
- {
+ if (control.sneak) {
+ if (free_move) {
// In free movement mode, sneak descends
if (fast_move && (control.aux1 || always_fly_fast))
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
- }
- else if(in_liquid || in_liquid_stable)
- {
- if(fast_climb)
+ } else if (in_liquid || in_liquid_stable) {
+ if (fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
- }
- else if(is_climbing)
- {
- if(fast_climb)
+ } else if (is_climbing) {
+ if (fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
}
}
- if (control.up) {
- speedH += v3f(0,0,1);
- }
- if (control.down) {
- speedH -= v3f(0,0,1);
- }
- if (!control.up && !control.down) {
- speedH -= v3f(0,0,1) *
- (control.forw_move_joystick_axis / 32767.f);
- }
- if (control.left) {
- speedH += v3f(-1,0,0);
- }
- if (control.right) {
- speedH += v3f(1,0,0);
- }
- if (!control.left && !control.right) {
- speedH += v3f(1,0,0) *
- (control.sidew_move_joystick_axis / 32767.f);
- }
+ if (control.up)
+ speedH += v3f(0.0f, 0.0f, 1.0f);
+
+ if (control.down)
+ speedH -= v3f(0.0f, 0.0f, 1.0f);
+
+ if (!control.up && !control.down)
+ speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
+
+ if (control.left)
+ speedH += v3f(-1.0f, 0.0f, 0.0f);
+
+ if (control.right)
+ speedH += v3f(1.0f, 0.0f, 0.0f);
+
+ if (!control.left && !control.right)
+ speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
+
if (m_autojump) {
// release autojump after a given time
m_autojump_time -= dtime;
if (m_autojump_time <= 0.0f)
m_autojump = false;
}
- if(control.jump)
- {
+
+ if (control.jump) {
if (free_move) {
if (player_settings.aux1_descends || always_fly_fast) {
if (fast_move)
else
speedV.Y = movement_speed_walk;
} else {
- if(fast_move && control.aux1)
+ if (fast_move && control.aux1)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
}
- }
- else if(m_can_jump)
- {
+ } else if (m_can_jump) {
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
v3f speedJ = getSpeed();
- if(speedJ.Y >= -0.5 * BS) {
+ if (speedJ.Y >= -0.5f * BS) {
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
}
// The speed of the player (Y is ignored)
- if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+ if (superspeed || (is_climbing && fast_climb) ||
+ ((in_liquid || in_liquid_stable) && fast_climb))
speedH = speedH.normalize() * movement_speed_fast;
- else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
+ else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
speedH = speedH.normalize() * movement_speed_crouch;
else
speedH = speedH.normalize() * movement_speed_walk;
// Acceleration increase
- f32 incH = 0; // Horizontal (X, Z)
- f32 incV = 0; // Vertical (Y)
- if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
- {
+ f32 incH = 0.0f; // Horizontal (X, Z)
+ f32 incV = 0.0f; // Vertical (Y)
+ if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
+ (!free_move && m_can_jump && control.jump)) {
// Jumping and falling
- if(superspeed || (fast_move && control.aux1))
+ if (superspeed || (fast_move && control.aux1))
incH = movement_acceleration_fast * BS * dtime;
else
incH = movement_acceleration_air * BS * dtime;
- incV = 0; // No vertical acceleration in air
- }
- else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+ incV = 0.0f; // No vertical acceleration in air
+ } else if (superspeed || (is_climbing && fast_climb) ||
+ ((in_liquid || in_liquid_stable) && fast_climb)) {
incH = incV = movement_acceleration_fast * BS * dtime;
- else
+ } else {
incH = incV = movement_acceleration_default * BS * dtime;
+ }
float slip_factor = 1.0f;
if (!free_move && !in_liquid && !in_liquid_stable)
// Accelerate to target speed with maximum increment
accelerate((speedH + speedV) * physics_override_speed,
- incH * physics_override_speed * slip_factor, incV * physics_override_speed,
- pitch_move);
+ incH * physics_override_speed * slip_factor, incV * physics_override_speed,
+ pitch_move);
}
v3s16 LocalPlayer::getStandingNodePos()
{
- if(m_sneak_node_exists)
+ if (m_sneak_node_exists)
return m_sneak_node;
+
return m_standing_node;
}
v3s16 LocalPlayer::getFootstepNodePos()
{
+ // Emit swimming sound if the player is in liquid
if (in_liquid_stable)
- // Emit swimming sound if the player is in liquid
return floatToInt(getPosition(), BS);
+
+ // BS * 0.05 below the player's feet ensures a 1/16th height
+ // nodebox is detected instead of the node below it.
if (touching_ground)
- // BS * 0.05 below the player's feet ensures a 1/16th height
- // nodebox is detected instead of the node below it.
- return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
+ return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
+
// A larger distance below is necessary for a footstep sound
// when landing after a jump or fall. BS * 0.5 ensures water
// sounds when swimming in 1 node deep water.
- return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
+ return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
}
v3s16 LocalPlayer::getLightPosition() const
{
- return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+ return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
}
v3f LocalPlayer::getEyeOffset() const
{
- float eye_height = camera_barely_in_ceiling ?
- m_eye_height - 0.125f : m_eye_height;
- return v3f(0, BS * eye_height, 0);
+ float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
+ return v3f(0.0f, BS * eye_height, 0.0f);
}
bool LocalPlayer::isDead() const
{
+ FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
return !getCAO()->isImmortal() && hp == 0;
}
// 3D acceleration
void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
- const f32 max_increase_V, const bool use_pitch)
+ const f32 max_increase_V, const bool use_pitch)
{
const f32 yaw = getYaw();
const f32 pitch = getPitch();
flat_speed.rotateYZBy(-pitch);
v3f d_wanted = target_speed - flat_speed;
- v3f d = v3f(0,0,0);
+ v3f d;
// Then compare the horizontal and vertical components with the wanted speed
- if (max_increase_H > 0) {
- v3f d_wanted_H = d_wanted * v3f(1,0,1);
+ if (max_increase_H > 0.0f) {
+ v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
if (d_wanted_H.getLength() > max_increase_H)
d += d_wanted_H.normalize() * max_increase_H;
else
d += d_wanted_H;
}
- if (max_increase_V > 0) {
+ if (max_increase_V > 0.0f) {
f32 d_wanted_V = d_wanted.Y;
if (d_wanted_V > max_increase_V)
d.Y += max_increase_V;
// Temporary option for old move code
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
- std::vector<CollisionInfo> *collision_info)
+ std::vector<CollisionInfo> *collision_info)
{
Map *map = &env->getMap();
const NodeDefManager *nodemgr = m_client->ndef();
if (isAttached) {
setPosition(overridePosition);
m_sneak_node_exists = false;
- added_velocity = v3f();
+ added_velocity = v3f(0.0f);
return;
}
position += m_speed * dtime;
setPosition(position);
m_sneak_node_exists = false;
- added_velocity = v3f();
+ added_velocity = v3f(0.0f);
return;
}
m_speed += added_velocity;
- added_velocity = v3f();
+ added_velocity = v3f(0.0f);
/*
Collision detection
*/
if (in_liquid) {
// If in liquid, the threshold of coming out is at higher y
- pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
+ pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
}
} else {
// If not in liquid, the threshold of going in is at lower y
- pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
+ pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
/*
Check if player is in liquid (the stable value)
*/
- pp = floatToInt(position + v3f(0, 0, 0), BS);
+ pp = floatToInt(position + v3f(0.0f), BS);
node = map->getNode(pp, &is_valid_position);
if (is_valid_position)
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
/*
Check if player is climbing
*/
- pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
- v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
+ pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
+ v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
node = map->getNode(pp, &is_valid_position);
bool is_valid_position2;
MapNode node2 = map->getNode(pp2, &is_valid_position2);
is_climbing = false;
else
is_climbing = (nodemgr->get(node.getContent()).climbable ||
- nodemgr->get(node2.getContent()).climbable) && !free_move;
+ nodemgr->get(node2.getContent()).climbable) && !free_move;
/*
Collision uncertainty radius
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
- f32 d = 0.15 * BS;
+ f32 d = 0.15f * BS;
// This should always apply, otherwise there are glitches
sanity_check(d > pos_max_d);
// Maximum distance over border for sneaking
- f32 sneak_max = BS * 0.4;
+ f32 sneak_max = BS * 0.4f;
/*
If sneaking, keep in range from the last walked node and don't
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && player_settings.free_move) && !in_liquid &&
physics_override_sneak) {
- f32 maxd = 0.5 * BS + sneak_max;
+ f32 maxd = 0.5f * BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
if (!is_climbing) {
// Move up if necessary
- f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
+ f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
if (position.Y < new_y)
position.Y = new_y;
/*
sneaking over the edges of current sneaking_node.
TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
*/
- if (m_speed.Y < 0)
- m_speed.Y = 0;
+ if (m_speed.Y < 0.0f)
+ m_speed.Y = 0.0f;
}
}
- // this shouldn't be hardcoded but transmitted from server
- float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
+ // TODO: This shouldn't be hardcoded but decided by the server
+ float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
- v3f accel_f = v3f(0, 0, 0);
+ v3f accel_f;
const v3f initial_position = position;
const v3f initial_speed = m_speed;
// Positition was slightly changed; update standing node pos
if (touching_ground)
- m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
+ m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
else
m_standing_node = floatToInt(m_position, BS);
player is sneaking from, if any. If the node from under
the player has been removed, the player falls.
*/
- f32 position_y_mod = 0.05 * BS;
- if (m_sneak_node_bb_ymax > 0)
+ f32 position_y_mod = 0.05f * BS;
+ if (m_sneak_node_bb_ymax > 0.0f)
position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
- v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+ v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
if (m_sneak_node_exists &&
nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air") {
}
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
- m_sneak_node_bb_ymax = 0;
- v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+ m_sneak_node_bb_ymax = 0.0f;
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
v2f player_p2df(position.X, position.Z);
- f32 min_distance_f = 100000.0 * BS;
+ f32 min_distance_f = 100000.0f * BS;
// If already seeking from some node, compare to it.
v3s16 new_sneak_node = m_sneak_node;
for (s16 x= -1; x <= 1; x++)
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
f32 max_axis_distance_f = MYMAX(
- std::fabs(player_p2df.X - node_p2df.X),
- std::fabs(player_p2df.Y - node_p2df.Y));
+ std::fabs(player_p2df.X - node_p2df.X),
+ std::fabs(player_p2df.Y - node_p2df.Y));
if (distance_f > min_distance_f ||
- max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
+ max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
continue;
// The node to be sneaked on has to be walkable
continue;
// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
if (!physics_override_sneak_glitch) {
- node =map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
+ node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable)
continue;
}
new_sneak_node = p;
}
- bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
+ bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
if (sneak_node_found) {
- f32 cb_max = 0;
+ f32 cb_max = 0.0f;
MapNode n = map->getNode(m_sneak_node);
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(nodemgr, &nodeboxes);
/*
Report collisions
*/
- // Dont report if flying
+ // Don't report if flying
if (collision_info && !(player_settings.free_move && fly_allowed)) {
for (const auto &info : result.collisions) {
collision_info->push_back(info);
if (!result.standing_on_object && !touching_ground_was && touching_ground) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
// Set camera impact value to be used for view bobbing
- camera_impact = getSpeed().Y * -1;
+ camera_impact = getSpeed().Y * -1.0f;
}
{
/*
Update the node last under the player
*/
- m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
+ m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
- const ContentFeatures &f = nodemgr->get(map->getNode(
- getStandingNodePos()));
+ const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
// Determine if jumping is possible
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5 * BS) {
+ m_speed.Y >= -0.5f * BS) {
float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1) {
+ if (m_speed.Y > 1.0f) {
// Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+ m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
} else {
m_speed.Y += jumpspeed;
}
// Slip on slippery nodes
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
Map *map = &env->getMap();
- const ContentFeatures &f = nodemgr->get(map->getNode(
- getStandingNodePos()));
+ const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
int slippery = 0;
if (f.walkable)
slippery = itemgroup_get(f.groups, "slippery");
if (slippery >= 1) {
- if (speedH == v3f(0.0f)) {
- slippery = slippery * 2;
- }
+ if (speedH == v3f(0.0f))
+ slippery *= 2;
+
return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
}
return 1.0f;
}
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
- const collisionMoveResult &result, const v3f &initial_position,
- const v3f &initial_speed, f32 pos_max_d)
+ const collisionMoveResult &result, const v3f &initial_position,
+ const v3f &initial_speed, f32 pos_max_d)
{
PlayerSettings &player_settings = getPlayerSettings();
if (!player_settings.autojump)
return;
bool control_forward = control.up ||
- (!control.up && !control.down &&
- control.forw_move_joystick_axis < -0.05);
+ (!control.up && !control.down &&
+ control.forw_move_joystick_axis < -0.05f);
+
bool could_autojump =
- m_can_jump && !control.jump && !control.sneak && control_forward;
+ m_can_jump && !control.jump && !control.sneak && control_forward;
+
if (!could_autojump)
return;
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
const NodeDefManager *ndef = env->getGameDef()->ndef();
bool is_position_valid;
- for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
- for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
+ for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
+ for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
if (!is_position_valid)
// try at peak of jump, zero step height
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
- m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
- v3f(0, 0, 0));
+ m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
// see if we can get a little bit farther horizontally if we had
// jumped