From 16d6ca3937ac862cccb1f9fd3a7158f96690035a Mon Sep 17 00:00:00 2001 From: ANAND Date: Wed, 21 Aug 2019 19:53:48 +0530 Subject: LocalPlayer: Fix code-style --- src/client/localplayer.cpp | 372 +++++++++++++++++++++------------------------ 1 file changed, 173 insertions(+), 199 deletions(-) (limited to 'src/client/localplayer.cpp') diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp index 3007a86e3..c086d860a 100644 --- a/src/client/localplayer.cpp +++ b/src/client/localplayer.cpp @@ -41,7 +41,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name): static aabb3f getNodeBoundingBox(const std::vector &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; @@ -56,7 +56,7 @@ static aabb3f getNodeBoundingBox(const std::vector &nodeboxes) } 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), @@ -76,12 +76,12 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, 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; @@ -97,7 +97,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, // 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; @@ -106,8 +106,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, 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; @@ -118,9 +118,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, // 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) { @@ -169,10 +168,9 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *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) { @@ -188,7 +186,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // Copy parent position if local player is attached if (isAttached) { setPosition(overridePosition); - added_velocity = v3f(); // ignored + added_velocity = v3f(0.0f); // ignored return; } @@ -202,12 +200,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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 @@ -224,7 +222,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // 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(); @@ -232,11 +230,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, } 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(); @@ -250,7 +247,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, /* 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(); @@ -259,12 +256,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, } /* - 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); @@ -272,8 +268,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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; } /* @@ -282,7 +278,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, */ //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); @@ -292,7 +288,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 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; @@ -346,7 +342,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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); } /* @@ -370,12 +366,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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. @@ -383,11 +379,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // 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 && @@ -419,7 +415,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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 @@ -430,10 +426,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, 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; - } } } @@ -444,16 +439,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // 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; } @@ -480,9 +474,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env) 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; } @@ -491,8 +484,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) // 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"); @@ -511,76 +503,58 @@ void LocalPlayer::applyControl(float dtime, Environment *env) 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; @@ -588,34 +562,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env) } } - 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) @@ -623,21 +595,19 @@ void LocalPlayer::applyControl(float dtime, Environment *env) 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)); @@ -657,29 +627,31 @@ void LocalPlayer::applyControl(float dtime, Environment *env) } // 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) @@ -694,52 +666,55 @@ void LocalPlayer::applyControl(float dtime, Environment *env) // 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(); @@ -750,18 +725,18 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, 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; @@ -781,7 +756,7 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, // Temporary option for old move code void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, - std::vector *collision_info) + std::vector *collision_info) { Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); @@ -792,7 +767,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, if (isAttached) { setPosition(overridePosition); m_sneak_node_exists = false; - added_velocity = v3f(); + added_velocity = v3f(0.0f); return; } @@ -806,12 +781,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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 @@ -825,7 +800,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, */ 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(); @@ -835,7 +810,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } } 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(); @@ -848,7 +823,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, /* 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(); @@ -858,8 +833,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, /* 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); @@ -868,7 +843,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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 @@ -876,11 +851,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, */ //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 @@ -889,14 +864,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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; /* @@ -904,15 +879,15 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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; @@ -922,7 +897,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, // 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); @@ -942,10 +917,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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") { @@ -960,10 +935,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } 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++) @@ -973,11 +948,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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 @@ -990,7 +965,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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; } @@ -999,13 +974,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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 nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); @@ -1034,7 +1009,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, /* 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); @@ -1044,7 +1019,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, 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; } { @@ -1060,14 +1035,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, /* 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"); @@ -1075,11 +1049,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, // 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; } @@ -1096,24 +1070,23 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) // 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) @@ -1123,10 +1096,12 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, 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; @@ -1150,8 +1125,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, 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) @@ -1170,8 +1145,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, // 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 -- cgit v1.2.3