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Remove most exceptions from getNode() (and variants)

This commit is contained in:
Craig Robbins 2014-11-14 18:05:34 +10:00
parent 92815ad54b
commit 5b8855e83c
12 changed files with 429 additions and 455 deletions

View file

@ -101,39 +101,48 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Collision detection
*/
bool is_valid_position;
MapNode node;
v3s16 pp;
/*
Check if player is in liquid (the oscillating value)
*/
try{
// If in liquid, the threshold of coming out is at higher y
if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
// If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
// If in liquid, the threshold of coming out is at higher y
if (in_liquid)
{
in_liquid = false;
pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
node = map->getNodeNoEx(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
} 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);
node = map->getNodeNoEx(pp, &is_valid_position);
if (is_valid_position) {
in_liquid = nodemgr->get(node.getContent()).isLiquid();
liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
} else {
in_liquid = false;
}
}
/*
Check if player is in liquid (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
pp = floatToInt(position + v3f(0,0,0), BS);
node = map->getNodeNoEx(pp, &is_valid_position);
if (is_valid_position) {
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
} else {
in_liquid_stable = false;
}
@ -141,17 +150,21 @@ void LocalPlayer::move(f32 dtime, Environment *env, 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 = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
}
catch(InvalidPositionException &e)
{
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);
bool is_valid_position2;
MapNode node2 = map->getNodeNoEx(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;
}
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
@ -264,22 +277,20 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
try{
// The node to be sneaked on has to be walkable
if(nodemgr->get(map->getNode(p)).walkable == false)
continue;
// And the node above it has to be nonwalkable
if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) {
continue;
}
if (!physics_override_sneak_glitch) {
if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
continue;
}
}
catch(InvalidPositionException &e)
{
// The node to be sneaked on has to be walkable
node = map->getNodeNoEx(p, &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable == false)
continue;
// And the node above it has to be nonwalkable
node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable) {
continue;
}
if (!physics_override_sneak_glitch) {
node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable)
continue;
}
min_distance_f = distance_f;