From 86d7f84b899a507e979f1845f2057cce6f84e743 Mon Sep 17 00:00:00 2001 From: Jozef Behran Date: Sat, 10 Aug 2019 19:45:44 +0200 Subject: Merge pull request #8776 from osjc/FixGetNode Finish getNode cleanup --- src/client/localplayer.cpp | 60 +++++++++++++++++++++++----------------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'src/client/localplayer.cpp') diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp index c356f7c24..39e290c5b 100644 --- a/src/client/localplayer.cpp +++ b/src/client/localplayer.cpp @@ -86,7 +86,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, if (current_node != m_sneak_node) { new_sneak_node_exists = false; } else { - node = map->getNodeNoEx(current_node, &is_valid_position); + node = map->getNode(current_node, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) new_sneak_node_exists = false; } @@ -112,7 +112,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, // The node to be sneaked on has to be walkable - node = map->getNodeNoEx(p, &is_valid_position); + node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node(s) above have to be nonwalkable @@ -122,7 +122,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS ); for (u16 y = 1; y <= height; y++) { - node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, y, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { ok = false; break; @@ -130,7 +130,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, } } else { // legacy behaviour: check just one node - node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); ok = is_valid_position && !nodemgr->get(node).walkable; } if (!ok) @@ -145,7 +145,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, return false; // Update saved top bounding box of sneak node - node = map->getNodeNoEx(m_sneak_node); + node = map->getNode(m_sneak_node); std::vector nodeboxes; node.getCollisionBoxes(nodemgr, &nodeboxes); m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes); @@ -153,11 +153,11 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, if (physics_override_sneak_glitch) { // Detect sneak ladder: // Node two meters above sneak node must be solid - node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0), + node = map->getNode(m_sneak_node + v3s16(0, 2, 0), &is_valid_position); if (is_valid_position && nodemgr->get(node).walkable) { // Node three meters above: must be non-solid - node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0), + node = map->getNode(m_sneak_node + v3s16(0, 3, 0), &is_valid_position); m_sneak_ladder_detected = is_valid_position && !nodemgr->get(node).walkable; @@ -225,7 +225,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, if (in_liquid) { pp = floatToInt(position + v3f(0,BS*0.1,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -237,7 +237,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, else { pp = floatToInt(position + v3f(0,BS*0.5,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -251,7 +251,7 @@ 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); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); } else { @@ -265,9 +265,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); bool is_valid_position2; - MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); + MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; @@ -429,7 +429,7 @@ 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->getNodeNoEx(camera_np); + MapNode n = map->getNode(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; @@ -440,7 +440,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, /* Check properties of the node on which the player is standing */ - const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node)); + const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node)); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump"); @@ -821,7 +821,7 @@ 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); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -831,7 +831,7 @@ 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); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -844,7 +844,7 @@ 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); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); else @@ -855,9 +855,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, */ pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS); v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); bool is_valid_position2; - MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); + MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) is_climbing = false; @@ -942,13 +942,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); if (m_sneak_node_exists && - nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && + nodemgr->get(map->getNode(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; - } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { + } else if (nodemgr->get(map->getNode(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; @@ -976,16 +976,16 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, continue; // The node to be sneaked on has to be walkable - node = map->getNodeNoEx(p, &is_valid_position); + node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node above it has to be nonwalkable - node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable if (!physics_override_sneak_glitch) { - node =map->getNodeNoEx(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; } @@ -1001,7 +1001,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, if (sneak_node_found) { f32 cb_max = 0; - MapNode n = map->getNodeNoEx(m_sneak_node); + MapNode n = map->getNode(m_sneak_node); std::vector nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (const auto &box : nodeboxes) { @@ -1045,7 +1045,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); - MapNode n = map->getNodeNoEx(camera_np); + MapNode n = map->getNode(camera_np); if (n.getContent() != CONTENT_IGNORE) { if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2) camera_barely_in_ceiling = true; @@ -1056,12 +1056,12 @@ 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_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; + 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->getNodeNoEx( + const ContentFeatures &f = nodemgr->get(map->getNode( getStandingNodePos())); // Determine if jumping is possible @@ -1091,7 +1091,7 @@ 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->getNodeNoEx( + const ContentFeatures &f = nodemgr->get(map->getNode( getStandingNodePos())); int slippery = 0; if (f.walkable) @@ -1147,7 +1147,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, 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++) { - MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid); + MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid); if (!is_position_valid) break; // won't collide with the void outside -- cgit v1.2.3