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-rw-r--r--src/content_mapnode.cpp1
-rw-r--r--src/mapnode.h3
-rw-r--r--src/player.cpp30
-rw-r--r--src/player.h1
4 files changed, 34 insertions, 1 deletions
diff --git a/src/content_mapnode.cpp b/src/content_mapnode.cpp
index e3235778a..8e97fa6cd 100644
--- a/src/content_mapnode.cpp
+++ b/src/content_mapnode.cpp
@@ -314,6 +314,7 @@ void content_mapnode_init()
f->solidness = 0;
f->air_equivalent = true;
f->walkable = false;
+ f->climbable = true;
setWoodLikeDiggingProperties(f->digging_properties, 0.5);
// Deprecated
diff --git a/src/mapnode.h b/src/mapnode.h
index 1fb84e1c9..484ad4e19 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -128,6 +128,8 @@ struct ContentFeatures
bool pointable;
// Player can dig these
bool diggable;
+ // Player can climb these
+ bool climbable;
// Player can build on these
bool buildable_to;
// Whether the node has no liquid, source liquid or flowing liquid
@@ -171,6 +173,7 @@ struct ContentFeatures
walkable = true;
pointable = true;
diggable = true;
+ climbable = false;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
diff --git a/src/player.cpp b/src/player.cpp
index c43276ef1..3846cd8f9 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -376,6 +376,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
/*
+ 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).d).climbable ||
+ content_features(map.getNode(pp2).d).climbable);
+ }
+ catch(InvalidPositionException &e)
+ {
+ is_climbing = false;
+ }
+
+ /*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
@@ -461,7 +476,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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
<<") -> ("
@@ -814,6 +829,19 @@ void LocalPlayer::applyControl(float dtime)
}
}
+ if (is_climbing) {
+ if (control.up || control.left || control.right || control.down) {
+ v3f speed = getSpeed();
+ speed.Y = 2*BS;
+ setSpeed(speed);
+ }
+ else {
+ v3f speed = getSpeed();
+ speed.Y = -2*BS;
+ setSpeed(speed);
+ }
+ }
+
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;
diff --git a/src/player.h b/src/player.h
index 29460e1e1..78ca14948 100644
--- a/src/player.h
+++ b/src/player.h
@@ -118,6 +118,7 @@ public:
bool in_water;
// This is more stable and defines the maximum speed of the player
bool in_water_stable;
+ bool is_climbing;
bool swimming_up;
Inventory inventory;