}
};
+void nodePlacementPrediction(Client &client,
+ const ItemDefinition &playeritem_def,
+ v3s16 nodepos, v3s16 neighbourpos)
+{
+ std::string prediction = playeritem_def.node_placement_prediction;
+ INodeDefManager *nodedef = client.ndef();
+ ClientMap &map = client.getEnv().getClientMap();
+
+ if(prediction != "" && !nodedef->get(map.getNode(nodepos)).rightclickable)
+ {
+ verbosestream<<"Node placement prediction for "
+ <<playeritem_def.name<<" is "
+ <<prediction<<std::endl;
+ v3s16 p = neighbourpos;
+ // Place inside node itself if buildable_to
+ try{
+ MapNode n_under = map.getNode(nodepos);
+ if(nodedef->get(n_under).buildable_to)
+ p = nodepos;
+ }catch(InvalidPositionException &e){}
+ // Find id of predicted node
+ content_t id;
+ bool found = nodedef->getId(prediction, id);
+ if(!found){
+ errorstream<<"Node placement prediction failed for "
+ <<playeritem_def.name<<" (places "
+ <<prediction
+ <<") - Name not known"<<std::endl;
+ return;
+ }
+ // Predict param2
+ u8 param2 = 0;
+ if(nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED){
+ v3s16 dir = nodepos - neighbourpos;
+ if(abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))){
+ param2 = dir.Y < 0 ? 1 : 0;
+ } else if(abs(dir.X) > abs(dir.Z)){
+ param2 = dir.X < 0 ? 3 : 2;
+ } else {
+ param2 = dir.Z < 0 ? 5 : 4;
+ }
+ }
+ // TODO: Facedir prediction
+ // TODO: If predicted node is in attached_node group, check attachment
+ // Add node to client map
+ MapNode n(id, 0, param2);
+ try{
+ // This triggers the required mesh update too
+ client.addNode(p, n);
+ }catch(InvalidPositionException &e){
+ errorstream<<"Node placement prediction failed for "
+ <<playeritem_def.name<<" (places "
+ <<prediction
+ <<") - Position not loaded"<<std::endl;
+ }
+ }
+}
+
+
void the_game(
bool &kill,
bool random_input,
- Can it point to liquids?
*/
ItemStack playeritem;
- bool playeritem_usable = false;
- bool playeritem_liquids_pointable = false;
{
InventoryList *mlist = local_inventory.getList("main");
if(mlist != NULL)
{
playeritem = mlist->getItem(client.getPlayerItem());
- playeritem_usable = playeritem.getDefinition(itemdef).usable;
- playeritem_liquids_pointable = playeritem.getDefinition(itemdef).liquids_pointable;
}
}
+ const ItemDefinition &playeritem_def =
+ playeritem.getDefinition(itemdef);
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef);
// input
&client, player_position, camera_direction,
camera_position, shootline, d,
- playeritem_liquids_pointable, !ldown_for_dig,
+ playeritem_def.liquids_pointable, !ldown_for_dig,
// output
hilightboxes,
selected_object);
else
repeat_rightclick_timer = 0;
- if(playeritem_usable && input->getLeftState())
+ if(playeritem_def.usable && input->getLeftState())
{
if(input->getLeftClicked())
client.interact(4, pointed);
// If the wielded item has node placement prediction,
// make that happen
- const ItemDefinition &def =
- playeritem.getDefinition(itemdef);
- if(def.node_placement_prediction != ""
- && !nodedef->get(map.getNode(nodepos)).rightclickable)
- do{ // breakable
- verbosestream<<"Node placement prediction for "
- <<playeritem.name<<" is "
- <<def.node_placement_prediction<<std::endl;
- v3s16 p = neighbourpos;
- // Place inside node itself if buildable_to
- try{
- MapNode n_under = map.getNode(nodepos);
- if(nodedef->get(n_under).buildable_to)
- p = nodepos;
- }catch(InvalidPositionException &e){}
- // Find id of predicted node
- content_t id;
- bool found =
- nodedef->getId(def.node_placement_prediction, id);
- if(!found){
- errorstream<<"Node placement prediction failed for "
- <<playeritem.name<<" (places "
- <<def.node_placement_prediction
- <<") - Name not known"<<std::endl;
- break;
- }
- MapNode n(id);
- try{
- // This triggers the required mesh update too
- client.addNode(p, n);
- }catch(InvalidPositionException &e){
- errorstream<<"Node placement prediction failed for "
- <<playeritem.name<<" (places "
- <<def.node_placement_prediction
- <<") - Position not loaded"<<std::endl;
- }
- }while(0);
+ nodePlacementPrediction(client,
+ playeritem_def,
+ nodepos, neighbourpos);
// Read the sound
- soundmaker.m_player_rightpunch_sound = def.sound_place;
+ soundmaker.m_player_rightpunch_sound =
+ playeritem_def.sound_place;
}
}
}