2012-03-31 15:23:26 +02:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2012-03-31 15:23:26 +02:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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it under the terms of the GNU Lesser General Public License as published by
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2015-08-14 00:26:28 +02:00
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the Free Software Foundation; either version 3.0 of the License, or
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2012-03-31 15:23:26 +02:00
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2012-03-31 15:23:26 +02:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2012-03-31 15:23:26 +02:00
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "localplayer.h"
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2012-06-17 01:40:36 +02:00
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2012-03-31 15:23:26 +02:00
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#include "event.h"
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#include "collision.h"
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#include "nodedef.h"
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#include "settings.h"
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2013-01-12 18:59:19 +01:00
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#include "environment.h"
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2012-03-31 15:23:26 +02:00
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#include "map.h"
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2016-10-08 17:56:38 +02:00
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#include "client.h"
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2015-12-19 16:37:13 +01:00
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#include "content_cao.h"
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2012-03-31 15:23:26 +02:00
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/*
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LocalPlayer
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*/
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2017-01-09 20:39:22 +01:00
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LocalPlayer::LocalPlayer(Client *client, const char *name):
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Player(name, client->idef()),
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2012-12-27 14:22:59 +01:00
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parent(0),
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2016-10-30 14:53:26 +01:00
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hp(PLAYER_MAX_HP),
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2012-11-09 15:45:29 +01:00
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isAttached(false),
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2016-10-08 17:56:38 +02:00
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touching_ground(false),
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in_liquid(false),
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in_liquid_stable(false),
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liquid_viscosity(0),
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is_climbing(false),
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swimming_vertical(false),
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// Movement overrides are multipliers and must be 1 by default
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physics_override_speed(1.0f),
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physics_override_jump(1.0f),
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physics_override_gravity(1.0f),
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physics_override_sneak(true),
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2017-04-20 23:47:28 +02:00
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physics_override_sneak_glitch(false),
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2017-04-05 13:18:22 +02:00
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physics_override_new_move(true), // Temporary option for old move code
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2012-11-09 15:45:29 +01:00
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overridePosition(v3f(0,0,0)),
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2012-12-02 13:59:08 +01:00
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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last_pitch(0),
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last_yaw(0),
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last_keyPressed(0),
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2016-11-30 09:13:14 +01:00
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last_camera_fov(0),
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last_wanted_range(0),
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2015-11-10 19:29:00 +01:00
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camera_impact(0.f),
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2015-06-28 20:51:59 +02:00
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makes_footstep_sound(true),
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2014-04-13 23:47:58 +02:00
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last_animation(NO_ANIM),
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2013-09-03 19:51:40 +02:00
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hotbar_image(""),
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hotbar_selected_image(""),
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2014-11-02 03:47:43 +01:00
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light_color(255,255,255,255),
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2016-10-08 17:56:38 +02:00
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hurt_tilt_timer(0.0f),
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hurt_tilt_strength(0.0f),
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2016-10-30 14:53:26 +01:00
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m_position(0,0,0),
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2012-03-31 15:23:26 +02:00
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m_sneak_node(32767,32767,32767),
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2017-04-05 13:18:22 +02:00
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m_sneak_node_bb_ymax(0), // To support temporary option for old move code
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2017-03-23 21:47:59 +01:00
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m_sneak_node_bb_top(0,0,0,0,0,0),
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2012-06-26 20:01:02 +02:00
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m_sneak_node_exists(false),
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2015-11-10 12:49:24 +01:00
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m_need_to_get_new_sneak_node(true),
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2017-03-23 21:47:59 +01:00
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m_sneak_ladder_detected(false),
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2017-04-06 16:58:12 +02:00
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m_ledge_detected(false),
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2012-06-26 20:01:02 +02:00
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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2014-04-27 16:09:21 +02:00
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m_can_jump(false),
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2016-10-30 14:53:26 +01:00
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m_breath(PLAYER_MAX_BREATH),
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m_yaw(0),
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m_pitch(0),
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camera_barely_in_ceiling(false),
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m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
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2016-10-08 17:56:38 +02:00
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m_cao(NULL),
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2017-01-09 20:39:22 +01:00
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m_client(client)
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2012-03-31 15:23:26 +02:00
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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2015-05-26 14:10:08 +02:00
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eye_offset_first = v3f(0,0,0);
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eye_offset_third = v3f(0,0,0);
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2012-03-31 15:23:26 +02:00
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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2017-03-23 21:47:59 +01:00
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static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
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2017-03-01 20:10:30 +01:00
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{
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aabb3f b_max;
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b_max.reset(-BS, -BS, -BS);
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for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
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it != nodeboxes.end(); ++it) {
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aabb3f box = *it;
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if (box.MaxEdge.Y > b_max.MaxEdge.Y)
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b_max = box;
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else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
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b_max.addInternalBox(box);
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}
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return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
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}
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2017-03-23 21:47:59 +01:00
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#define GETNODE(map, p3, v2, y, valid) \
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(map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
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// pos is the node the player is standing inside(!)
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static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
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{
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// Detects a structure known as "sneak ladder" or "sneak elevator"
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// that relies on bugs to provide a fast means of vertical transportation,
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// the bugs have since been fixed but this function remains to keep it working.
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// NOTE: This is just entirely a huge hack and causes way too many problems.
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bool is_valid_position;
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MapNode node;
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// X/Z vectors for 4 neighboring nodes
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static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
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for (u16 i = 0; i < ARRLEN(vecs); i++) {
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const v2s16 vec = vecs[i];
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// walkability of bottom & top node should differ
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node = GETNODE(map, pos, vec, 0, &is_valid_position);
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if (!is_valid_position)
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continue;
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bool w = nodemgr->get(node).walkable;
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node = GETNODE(map, pos, vec, 1, &is_valid_position);
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if (!is_valid_position || w == nodemgr->get(node).walkable)
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continue;
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// check one more node above OR below with corresponding walkability
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node = GETNODE(map, pos, vec, -1, &is_valid_position);
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bool ok = is_valid_position && w != nodemgr->get(node).walkable;
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if (!ok) {
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node = GETNODE(map, pos, vec, 2, &is_valid_position);
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ok = is_valid_position && w == nodemgr->get(node).walkable;
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}
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if (ok)
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return true;
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}
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return false;
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}
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2017-04-06 16:58:12 +02:00
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static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
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{
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bool is_valid_position;
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MapNode node;
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// X/Z vectors for 4 neighboring nodes
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static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
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for (u16 i = 0; i < ARRLEN(vecs); i++) {
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const v2s16 vec = vecs[i];
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node = GETNODE(map, pos, vec, 1, &is_valid_position);
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if (is_valid_position && nodemgr->get(node).walkable) {
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// Ledge exists
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node = GETNODE(map, pos, vec, 2, &is_valid_position);
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if (is_valid_position && !nodemgr->get(node).walkable)
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// Space above ledge exists
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return true;
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}
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}
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return false;
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}
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2017-03-23 21:47:59 +01:00
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#undef GETNODE
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2014-04-15 19:49:32 +02:00
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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2015-03-04 16:58:04 +01:00
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std::vector<CollisionInfo> *collision_info)
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2012-03-31 15:23:26 +02:00
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{
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2017-04-05 13:18:22 +02:00
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// Temporary option for old move code
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if (!physics_override_new_move) {
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old_move(dtime, env, pos_max_d, collision_info);
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return;
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}
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2013-01-12 18:59:19 +01:00
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Map *map = &env->getMap();
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2017-01-09 20:39:22 +01:00
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INodeDefManager *nodemgr = m_client->ndef();
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2012-11-09 15:45:29 +01:00
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v3f position = getPosition();
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
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// Copy parent position if local player is attached
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if(isAttached)
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{
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setPosition(overridePosition);
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2013-05-19 20:56:25 +02:00
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m_sneak_node_exists = false;
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
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return;
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}
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2012-12-09 13:34:16 +01:00
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// Skip collision detection if noclip mode is used
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2017-01-09 20:39:22 +01:00
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool noclip = m_client->checkLocalPrivilege("noclip") &&
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2012-12-09 13:34:16 +01:00
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g_settings->getBool("noclip");
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bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
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2015-05-30 22:24:49 +02:00
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if (free_move) {
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position += m_speed * dtime;
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2012-03-31 15:23:26 +02:00
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setPosition(position);
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2013-05-19 20:56:25 +02:00
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m_sneak_node_exists = false;
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2012-03-31 15:23:26 +02:00
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return;
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}
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/*
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Collision detection
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*/
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2015-01-19 05:29:19 +01:00
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2014-11-14 09:05:34 +01:00
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bool is_valid_position;
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MapNode node;
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v3s16 pp;
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2012-03-31 15:23:26 +02:00
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/*
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2013-02-08 21:54:01 +01:00
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Check if player is in liquid (the oscillating value)
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2012-03-31 15:23:26 +02:00
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*/
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2014-11-14 09:05:34 +01:00
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// If in liquid, the threshold of coming out is at higher y
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if (in_liquid)
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{
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pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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2012-03-31 15:23:26 +02:00
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}
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}
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2014-11-14 09:05:34 +01:00
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// If not in liquid, the threshold of going in is at lower y
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else
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2012-03-31 15:23:26 +02:00
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{
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2014-11-14 09:05:34 +01:00
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pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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}
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2012-03-31 15:23:26 +02:00
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}
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2014-11-14 09:05:34 +01:00
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2012-03-31 15:23:26 +02:00
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/*
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2013-02-08 21:54:01 +01:00
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Check if player is in liquid (the stable value)
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2012-03-31 15:23:26 +02:00
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*/
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2014-11-14 09:05:34 +01:00
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pp = floatToInt(position + v3f(0,0,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
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} else {
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2013-02-08 21:54:01 +01:00
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in_liquid_stable = false;
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2012-03-31 15:23:26 +02:00
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}
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/*
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Check if player is climbing
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*/
|
|
|
|
|
2014-11-14 09:05:34 +01:00
|
|
|
|
|
|
|
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)) {
|
2012-03-31 15:23:26 +02:00
|
|
|
is_climbing = false;
|
2014-11-14 09:05:34 +01:00
|
|
|
} else {
|
|
|
|
is_climbing = (nodemgr->get(node.getContent()).climbable
|
|
|
|
|| nodemgr->get(node2.getContent()).climbable) && !free_move;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
2014-11-14 09:05:34 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
|
|
|
Collision uncertainty radius
|
|
|
|
Make it a bit larger than the maximum distance of movement
|
|
|
|
*/
|
|
|
|
//f32 d = pos_max_d * 1.1;
|
|
|
|
// A fairly large value in here makes moving smoother
|
|
|
|
f32 d = 0.15*BS;
|
|
|
|
|
|
|
|
// This should always apply, otherwise there are glitches
|
2015-03-06 11:21:51 +01:00
|
|
|
sanity_check(d > pos_max_d);
|
2012-03-31 15:23:26 +02:00
|
|
|
|
2017-03-01 20:10:30 +01:00
|
|
|
// Max. distance (X, Z) over border for sneaking determined by collision box
|
|
|
|
// * 0.49 to keep the center just barely on the node
|
|
|
|
v3f sneak_max = m_collisionbox.getExtent() * 0.49;
|
2017-03-27 18:22:40 +02:00
|
|
|
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);
|
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
|
|
|
|
/*
|
|
|
|
If sneaking, keep in range from the last walked node and don't
|
|
|
|
fall off from it
|
|
|
|
*/
|
2015-11-10 12:49:24 +01:00
|
|
|
if (control.sneak && m_sneak_node_exists &&
|
2017-03-27 18:22:40 +02:00
|
|
|
!(fly_allowed && g_settings->getBool("free_move")) &&
|
|
|
|
!in_liquid && !is_climbing &&
|
2017-04-01 20:38:14 +02:00
|
|
|
physics_override_sneak) {
|
|
|
|
const v3f sn_f = intToFloat(m_sneak_node, BS);
|
|
|
|
const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
|
|
|
|
const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
|
|
|
|
const v3f old_pos = position;
|
|
|
|
const v3f old_speed = m_speed;
|
2017-03-01 20:10:30 +01:00
|
|
|
|
|
|
|
position.X = rangelim(position.X,
|
2017-04-01 20:38:14 +02:00
|
|
|
bmin.X - sneak_max.X, bmax.X + sneak_max.X);
|
2017-03-01 20:10:30 +01:00
|
|
|
position.Z = rangelim(position.Z,
|
2017-04-01 20:38:14 +02:00
|
|
|
bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
|
|
|
|
|
|
|
|
if (position.X != old_pos.X)
|
|
|
|
m_speed.X = 0;
|
|
|
|
if (position.Z != old_pos.Z)
|
|
|
|
m_speed.Z = 0;
|
2017-03-23 21:47:59 +01:00
|
|
|
|
2017-03-27 18:22:40 +02:00
|
|
|
// Because we keep the player collision box on the node, limiting
|
|
|
|
// position.Y is not necessary but useful to prevent players from
|
|
|
|
// being inside a node if sneaking on e.g. the lower part of a stair
|
|
|
|
if (!m_sneak_ladder_detected) {
|
2017-04-01 20:38:14 +02:00
|
|
|
position.Y = MYMAX(position.Y, bmax.Y);
|
2017-03-27 18:22:40 +02:00
|
|
|
} else {
|
|
|
|
// legacy behaviour that sometimes causes some weird slow sinking
|
2017-03-23 21:47:59 +01:00
|
|
|
m_speed.Y = MYMAX(m_speed.Y, 0);
|
|
|
|
}
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
if (collision_info != NULL &&
|
|
|
|
m_speed.Y - old_speed.Y > BS) {
|
|
|
|
// Collide with sneak node, report fall damage
|
|
|
|
CollisionInfo sn_info;
|
|
|
|
sn_info.node_p = m_sneak_node;
|
|
|
|
sn_info.old_speed = old_speed;
|
|
|
|
sn_info.new_speed = m_speed;
|
|
|
|
collision_info->push_back(sn_info);
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-05-09 02:59:02 +02:00
|
|
|
// TODO: this shouldn't be hardcoded but transmitted from server
|
|
|
|
float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
|
2012-03-19 04:25:09 +01:00
|
|
|
|
2016-11-05 23:14:16 +01:00
|
|
|
#if defined(__ANDROID__) || defined(__IOS__)
|
2017-05-08 02:27:11 +02:00
|
|
|
player_stepheight += (0.6f * BS);
|
2015-01-11 04:32:56 +01:00
|
|
|
#endif
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-19 04:25:09 +01:00
|
|
|
v3f accel_f = v3f(0,0,0);
|
|
|
|
|
2017-01-09 20:39:22 +01:00
|
|
|
collisionMoveResult result = collisionMoveSimple(env, m_client,
|
2016-01-25 00:06:01 +01:00
|
|
|
pos_max_d, m_collisionbox, player_stepheight, dtime,
|
|
|
|
&position, &m_speed, accel_f);
|
2012-03-19 04:25:09 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
|
|
|
If the player's feet touch the topside of any node, this is
|
|
|
|
set to true.
|
|
|
|
|
|
|
|
Player is allowed to jump when this is true.
|
|
|
|
*/
|
|
|
|
bool touching_ground_was = touching_ground;
|
2012-03-19 04:25:09 +01:00
|
|
|
touching_ground = result.touching_ground;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-03-01 20:10:30 +01:00
|
|
|
// We want the top of the sneak node to be below the players feet
|
|
|
|
f32 position_y_mod;
|
|
|
|
if (m_sneak_node_exists)
|
|
|
|
position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
|
|
|
|
else
|
2017-03-29 10:17:57 +02:00
|
|
|
position_y_mod = (0.5 - 0.05) * BS;
|
2017-03-01 20:10:30 +01:00
|
|
|
v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
|
|
|
Check the nodes under the player to see from which node the
|
2012-06-26 20:01:02 +02:00
|
|
|
player is sneaking from, if any. If the node from under
|
|
|
|
the player has been removed, the player falls.
|
2012-03-31 15:23:26 +02:00
|
|
|
*/
|
2015-11-10 12:49:24 +01:00
|
|
|
if (m_sneak_node_exists &&
|
|
|
|
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
|
|
|
|
m_old_node_below_type != "air") {
|
2012-06-26 20:01:02 +02:00
|
|
|
// 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;
|
2015-11-10 12:49:24 +01:00
|
|
|
} else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
|
2012-06-26 20:01:02 +02:00
|
|
|
// We are on something, so make sure to recalculate the sneak
|
|
|
|
// node.
|
|
|
|
m_need_to_get_new_sneak_node = true;
|
|
|
|
}
|
2015-11-10 12:49:24 +01:00
|
|
|
|
|
|
|
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
|
2012-03-31 15:23:26 +02:00
|
|
|
v2f player_p2df(position.X, position.Z);
|
2015-11-10 12:49:24 +01:00
|
|
|
f32 min_distance_f = 100000.0 * BS;
|
2012-03-31 15:23:26 +02:00
|
|
|
v3s16 new_sneak_node = m_sneak_node;
|
|
|
|
for(s16 x=-1; x<=1; x++)
|
|
|
|
for(s16 z=-1; z<=1; z++)
|
|
|
|
{
|
2017-03-23 21:47:59 +01:00
|
|
|
v3s16 p = current_node + v3s16(x,0,z);
|
2012-03-31 15:23:26 +02:00
|
|
|
v3f pf = intToFloat(p, BS);
|
|
|
|
v2f node_p2df(pf.X, pf.Z);
|
|
|
|
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-03-01 20:10:30 +01:00
|
|
|
if (distance_f > min_distance_f ||
|
|
|
|
fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
|
|
|
|
fabs(player_p2df.Y-node_p2df.Y) > (.5+.1)*BS + sneak_max.Z)
|
2012-03-31 15:23:26 +02:00
|
|
|
continue;
|
|
|
|
|
2014-11-14 09:05:34 +01:00
|
|
|
|
|
|
|
// The node to be sneaked on has to be walkable
|
|
|
|
node = map->getNodeNoEx(p, &is_valid_position);
|
2017-03-23 21:47:59 +01:00
|
|
|
if (!is_valid_position || !nodemgr->get(node).walkable)
|
2012-03-31 15:23:26 +02:00
|
|
|
continue;
|
2017-03-23 21:47:59 +01:00
|
|
|
// And the node(s) above have to be nonwalkable
|
|
|
|
bool ok = true;
|
2014-11-14 09:05:34 +01:00
|
|
|
if (!physics_override_sneak_glitch) {
|
2017-03-23 21:47:59 +01:00
|
|
|
u16 height = ceilf(
|
|
|
|
(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);
|
|
|
|
if (!is_valid_position || nodemgr->get(node).walkable) {
|
|
|
|
ok = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// legacy behaviour: check just one node
|
|
|
|
node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
|
|
|
|
ok = is_valid_position && !nodemgr->get(node).walkable;
|
2014-11-14 09:05:34 +01:00
|
|
|
}
|
2017-03-23 21:47:59 +01:00
|
|
|
if (!ok)
|
|
|
|
continue;
|
2012-03-31 15:23:26 +02:00
|
|
|
|
|
|
|
min_distance_f = distance_f;
|
|
|
|
new_sneak_node = p;
|
|
|
|
}
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-03-01 20:10:30 +01:00
|
|
|
bool sneak_node_found = (min_distance_f < 100000.0 * BS);
|
2012-06-26 20:01:02 +02:00
|
|
|
m_sneak_node = new_sneak_node;
|
|
|
|
m_sneak_node_exists = sneak_node_found;
|
2012-03-31 15:23:26 +02:00
|
|
|
|
2015-11-10 12:49:24 +01:00
|
|
|
if (sneak_node_found) {
|
2017-03-23 21:47:59 +01:00
|
|
|
// Update saved top bounding box of sneak node
|
2015-11-10 12:49:24 +01:00
|
|
|
MapNode n = map->getNodeNoEx(m_sneak_node);
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
std::vector<aabb3f> nodeboxes;
|
|
|
|
n.getCollisionBoxes(nodemgr, &nodeboxes);
|
2017-03-01 20:10:30 +01:00
|
|
|
m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
|
2015-11-10 12:49:24 +01:00
|
|
|
|
2017-03-23 21:47:59 +01:00
|
|
|
m_sneak_ladder_detected = physics_override_sneak_glitch &&
|
|
|
|
detectSneakLadder(map, nodemgr, floatToInt(position, BS));
|
|
|
|
} else {
|
|
|
|
m_sneak_ladder_detected = false;
|
2015-08-12 23:25:26 +02:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
2017-04-06 16:58:12 +02:00
|
|
|
If 'sneak glitch' enabled detect ledge for old sneak-jump
|
|
|
|
behaviour of climbing onto a ledge 2 nodes up.
|
2012-03-31 15:23:26 +02:00
|
|
|
*/
|
2017-04-06 16:58:12 +02:00
|
|
|
if (physics_override_sneak_glitch && control.sneak && control.jump)
|
|
|
|
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
|
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
2017-04-01 20:38:14 +02:00
|
|
|
Set new position but keep sneak node set
|
2012-03-31 15:23:26 +02:00
|
|
|
*/
|
2017-04-01 20:38:14 +02:00
|
|
|
bool sneak_node_exists = m_sneak_node_exists;
|
2012-03-31 15:23:26 +02:00
|
|
|
setPosition(position);
|
2017-04-01 20:38:14 +02:00
|
|
|
m_sneak_node_exists = sneak_node_exists;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
|
|
|
Report collisions
|
|
|
|
*/
|
2015-11-10 12:49:24 +01:00
|
|
|
|
2012-12-09 13:34:16 +01:00
|
|
|
// Dont report if flying
|
2015-03-04 16:58:04 +01:00
|
|
|
if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
|
|
|
|
for(size_t i=0; i<result.collisions.size(); i++) {
|
2012-09-01 11:58:37 +02:00
|
|
|
const CollisionInfo &info = result.collisions[i];
|
2012-03-31 15:23:26 +02:00
|
|
|
collision_info->push_back(info);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-10 12:49:24 +01:00
|
|
|
if(!result.standing_on_object && !touching_ground_was && touching_ground) {
|
2012-03-31 15:23:26 +02:00
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
|
2017-01-09 20:39:22 +01:00
|
|
|
m_client->event()->put(e);
|
2013-04-08 03:41:33 +02:00
|
|
|
|
|
|
|
// Set camera impact value to be used for view bobbing
|
|
|
|
camera_impact = getSpeed().Y * -1;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
camera_barely_in_ceiling = false;
|
|
|
|
v3s16 camera_np = floatToInt(getEyePosition(), BS);
|
2013-01-12 18:59:19 +01:00
|
|
|
MapNode n = map->getNodeNoEx(camera_np);
|
2012-03-31 15:23:26 +02:00
|
|
|
if(n.getContent() != CONTENT_IGNORE){
|
2012-11-28 11:59:19 +01:00
|
|
|
if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
|
2012-03-31 15:23:26 +02:00
|
|
|
camera_barely_in_ceiling = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-06-26 20:01:02 +02:00
|
|
|
|
|
|
|
/*
|
|
|
|
Update the node last under the player
|
|
|
|
*/
|
|
|
|
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
|
2013-01-12 18:59:19 +01:00
|
|
|
m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-09-01 11:07:27 +02:00
|
|
|
/*
|
|
|
|
Check properties of the node on which the player is standing
|
|
|
|
*/
|
2013-01-12 18:59:19 +01:00
|
|
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
2012-09-01 11:07:27 +02:00
|
|
|
// Determine if jumping is possible
|
2013-02-08 21:54:01 +01:00
|
|
|
m_can_jump = touching_ground && !in_liquid;
|
2017-03-27 18:22:40 +02:00
|
|
|
if (itemgroup_get(f.groups, "disable_jump"))
|
2012-09-01 11:07:27 +02:00
|
|
|
m_can_jump = false;
|
2017-03-27 18:22:40 +02:00
|
|
|
else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
|
|
|
|
m_can_jump = true;
|
|
|
|
|
2015-11-10 12:49:24 +01:00
|
|
|
// 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) {
|
|
|
|
float jumpspeed = movement_speed_jump * physics_override_jump;
|
|
|
|
if (m_speed.Y > 1) {
|
|
|
|
// Reduce boost when speed already is high
|
|
|
|
m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
|
|
|
|
} else {
|
|
|
|
m_speed.Y += jumpspeed;
|
|
|
|
}
|
|
|
|
setSpeed(m_speed);
|
|
|
|
m_can_jump = false;
|
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
2014-04-15 19:49:32 +02:00
|
|
|
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2013-01-12 18:59:19 +01:00
|
|
|
move(dtime, env, pos_max_d, NULL);
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void LocalPlayer::applyControl(float dtime)
|
|
|
|
{
|
|
|
|
// Clear stuff
|
2013-02-08 21:54:01 +01:00
|
|
|
swimming_vertical = false;
|
2012-03-31 15:23:26 +02:00
|
|
|
|
|
|
|
setPitch(control.pitch);
|
|
|
|
setYaw(control.yaw);
|
2012-11-09 15:45:29 +01:00
|
|
|
|
|
|
|
// Nullify speed and don't run positioning code if the player is attached
|
|
|
|
if(isAttached)
|
|
|
|
{
|
|
|
|
setSpeed(v3f(0,0,0));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
v3f move_direction = v3f(0,0,1);
|
|
|
|
move_direction.rotateXZBy(getYaw());
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2013-02-08 21:54:01 +01:00
|
|
|
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
|
|
|
|
v3f speedV = v3f(0,0,0); // Vertical (Y)
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-01-09 20:39:22 +01:00
|
|
|
bool fly_allowed = m_client->checkLocalPrivilege("fly");
|
|
|
|
bool fast_allowed = m_client->checkLocalPrivilege("fast");
|
2012-03-31 15:23:26 +02:00
|
|
|
|
|
|
|
bool free_move = fly_allowed && g_settings->getBool("free_move");
|
|
|
|
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
|
2013-04-06 03:37:37 +02:00
|
|
|
// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
|
|
|
|
bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
|
2012-03-31 15:23:26 +02:00
|
|
|
bool continuous_forward = g_settings->getBool("continuous_forward");
|
2015-05-30 22:24:49 +02:00
|
|
|
bool always_fly_fast = g_settings->getBool("always_fly_fast");
|
2012-03-31 15:23:26 +02:00
|
|
|
|
|
|
|
// Whether superspeed mode is used or not
|
|
|
|
bool superspeed = false;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2015-05-30 22:24:49 +02:00
|
|
|
if (always_fly_fast && free_move && fast_move)
|
2013-01-07 18:18:16 +01:00
|
|
|
superspeed = true;
|
|
|
|
|
2012-08-19 13:15:42 +02:00
|
|
|
// Old descend control
|
|
|
|
if(g_settings->getBool("aux1_descends"))
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2012-12-27 18:33:24 +01:00
|
|
|
// If free movement and fast movement, always move fast
|
|
|
|
if(free_move && fast_move)
|
|
|
|
superspeed = true;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-08-19 13:15:42 +02:00
|
|
|
// Auxiliary button 1 (E)
|
|
|
|
if(control.aux1)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2012-08-19 13:15:42 +02:00
|
|
|
if(free_move)
|
|
|
|
{
|
|
|
|
// In free movement mode, aux1 descends
|
|
|
|
if(fast_move)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_fast;
|
2012-08-19 13:15:42 +02:00
|
|
|
else
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_walk;
|
|
|
|
}
|
|
|
|
else if(in_liquid || in_liquid_stable)
|
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
speedV.Y = -movement_speed_walk;
|
2013-02-08 21:54:01 +01:00
|
|
|
swimming_vertical = true;
|
2012-08-19 13:15:42 +02:00
|
|
|
}
|
|
|
|
else if(is_climbing)
|
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
speedV.Y = -movement_speed_climb;
|
2012-08-19 13:15:42 +02:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
else
|
2012-08-19 13:15:42 +02:00
|
|
|
{
|
|
|
|
// If not free movement but fast is allowed, aux1 is
|
|
|
|
// "Turbo button"
|
|
|
|
if(fast_move)
|
|
|
|
superspeed = true;
|
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2012-08-19 13:15:42 +02:00
|
|
|
}
|
|
|
|
// New minecraft-like descend control
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Auxiliary button 1 (E)
|
|
|
|
if(control.aux1)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2012-12-27 18:33:24 +01:00
|
|
|
if(!is_climbing)
|
2012-08-19 13:15:42 +02:00
|
|
|
{
|
2012-12-27 18:33:24 +01:00
|
|
|
// aux1 is "Turbo button"
|
2012-08-19 13:15:42 +02:00
|
|
|
if(fast_move)
|
|
|
|
superspeed = true;
|
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2012-08-19 13:15:42 +02:00
|
|
|
|
|
|
|
if(control.sneak)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2012-08-19 13:15:42 +02:00
|
|
|
if(free_move)
|
|
|
|
{
|
|
|
|
// In free movement mode, sneak descends
|
2015-05-30 22:24:49 +02:00
|
|
|
if (fast_move && (control.aux1 || always_fly_fast))
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_fast;
|
2012-08-19 13:15:42 +02:00
|
|
|
else
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_walk;
|
|
|
|
}
|
|
|
|
else if(in_liquid || in_liquid_stable)
|
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
if(fast_climb)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_fast;
|
|
|
|
else
|
|
|
|
speedV.Y = -movement_speed_walk;
|
|
|
|
swimming_vertical = true;
|
2012-08-19 13:15:42 +02:00
|
|
|
}
|
|
|
|
else if(is_climbing)
|
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
if(fast_climb)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = -movement_speed_fast;
|
|
|
|
else
|
|
|
|
speedV.Y = -movement_speed_climb;
|
2012-08-19 13:15:42 +02:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-10 19:29:00 +01:00
|
|
|
if (continuous_forward)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH += move_direction;
|
2012-03-31 15:23:26 +02:00
|
|
|
|
2015-11-10 19:29:00 +01:00
|
|
|
if (control.up) {
|
|
|
|
if (continuous_forward) {
|
|
|
|
if (fast_move)
|
|
|
|
superspeed = true;
|
|
|
|
} else {
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH += move_direction;
|
2015-11-10 19:29:00 +01:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2016-05-27 08:35:07 +02:00
|
|
|
if (control.down) {
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH -= move_direction;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2016-05-27 08:35:07 +02:00
|
|
|
if (!control.up && !control.down) {
|
|
|
|
speedH -= move_direction *
|
|
|
|
(control.forw_move_joystick_axis / 32767.f);
|
|
|
|
}
|
|
|
|
if (control.left) {
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH += move_direction.crossProduct(v3f(0,1,0));
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2016-05-27 08:35:07 +02:00
|
|
|
if (control.right) {
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH += move_direction.crossProduct(v3f(0,-1,0));
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2016-05-27 08:35:07 +02:00
|
|
|
if (!control.left && !control.right) {
|
|
|
|
speedH -= move_direction.crossProduct(v3f(0,1,0)) *
|
|
|
|
(control.sidew_move_joystick_axis / 32767.f);
|
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
if(control.jump)
|
|
|
|
{
|
2015-05-30 22:24:49 +02:00
|
|
|
if (free_move) {
|
|
|
|
if (g_settings->getBool("aux1_descends") || always_fly_fast) {
|
|
|
|
if (fast_move)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_fast;
|
2012-12-27 18:33:24 +01:00
|
|
|
else
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_walk;
|
2012-12-27 18:33:24 +01:00
|
|
|
} else {
|
|
|
|
if(fast_move && control.aux1)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_fast;
|
2012-12-27 18:33:24 +01:00
|
|
|
else
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_walk;
|
2012-12-27 18:33:24 +01:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
2012-09-01 11:07:27 +02:00
|
|
|
else if(m_can_jump)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
|
|
|
/*
|
|
|
|
NOTE: The d value in move() affects jump height by
|
|
|
|
raising the height at which the jump speed is kept
|
|
|
|
at its starting value
|
|
|
|
*/
|
2013-02-08 21:54:01 +01:00
|
|
|
v3f speedJ = getSpeed();
|
2017-04-06 16:58:12 +02:00
|
|
|
if(speedJ.Y >= -0.5 * BS) {
|
|
|
|
if (m_ledge_detected) {
|
|
|
|
// Limit jump speed to a minimum that allows
|
|
|
|
// jumping up onto a ledge 2 nodes up.
|
|
|
|
speedJ.Y = movement_speed_jump *
|
|
|
|
MYMAX(physics_override_jump, 1.3f);
|
|
|
|
setSpeed(speedJ);
|
|
|
|
m_ledge_detected = false;
|
|
|
|
} else {
|
|
|
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
|
|
|
setSpeed(speedJ);
|
|
|
|
}
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
2017-01-09 20:39:22 +01:00
|
|
|
m_client->event()->put(e);
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
}
|
2013-02-08 21:54:01 +01:00
|
|
|
else if(in_liquid)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
if(fast_climb)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_fast;
|
|
|
|
else
|
|
|
|
speedV.Y = movement_speed_walk;
|
|
|
|
swimming_vertical = true;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
else if(is_climbing)
|
|
|
|
{
|
2013-04-06 03:37:37 +02:00
|
|
|
if(fast_climb)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedV.Y = movement_speed_fast;
|
|
|
|
else
|
|
|
|
speedV.Y = movement_speed_climb;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The speed of the player (Y is ignored)
|
2013-04-06 03:37:37 +02:00
|
|
|
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH = speedH.normalize() * movement_speed_fast;
|
|
|
|
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
|
|
|
speedH = speedH.normalize() * movement_speed_crouch;
|
2012-03-31 15:23:26 +02:00
|
|
|
else
|
2013-02-08 21:54:01 +01:00
|
|
|
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))
|
|
|
|
{
|
|
|
|
// Jumping and falling
|
|
|
|
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
|
|
|
|
}
|
2013-04-06 03:37:37 +02:00
|
|
|
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
2013-02-08 21:54:01 +01:00
|
|
|
incH = incV = movement_acceleration_fast * BS * dtime;
|
|
|
|
else
|
|
|
|
incH = incV = movement_acceleration_default * BS * dtime;
|
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
// Accelerate to target speed with maximum increment
|
2013-04-05 13:03:28 +02:00
|
|
|
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
|
|
|
|
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
|
|
{
|
|
|
|
if(m_sneak_node_exists)
|
|
|
|
return m_sneak_node;
|
2013-12-03 18:51:15 +01:00
|
|
|
return floatToInt(getPosition() - v3f(0, BS, 0), BS);
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
2017-02-09 22:12:53 +01:00
|
|
|
v3s16 LocalPlayer::getFootstepNodePos()
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
2017-01-11 09:03:07 +01:00
|
|
|
v3s16 LocalPlayer::getLightPosition() const
|
|
|
|
{
|
|
|
|
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
|
|
|
|
}
|
|
|
|
|
|
|
|
v3f LocalPlayer::getEyeOffset() const
|
|
|
|
{
|
|
|
|
float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
|
|
|
|
return v3f(0, BS * eye_height, 0);
|
|
|
|
}
|
|
|
|
|
2016-02-14 17:45:06 +01:00
|
|
|
// Horizontal acceleration (X and Z), Y direction is ignored
|
|
|
|
void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
|
|
|
|
{
|
|
|
|
if (max_increase == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
v3f d_wanted = target_speed - m_speed;
|
|
|
|
d_wanted.Y = 0;
|
|
|
|
f32 dl = d_wanted.getLength();
|
|
|
|
if (dl > max_increase)
|
|
|
|
dl = max_increase;
|
|
|
|
|
|
|
|
v3f d = d_wanted.normalize() * dl;
|
|
|
|
|
|
|
|
m_speed.X += d.X;
|
|
|
|
m_speed.Z += d.Z;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Vertical acceleration (Y), X and Z directions are ignored
|
|
|
|
void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
|
|
|
|
{
|
|
|
|
if (max_increase == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
f32 d_wanted = target_speed.Y - m_speed.Y;
|
|
|
|
if (d_wanted > max_increase)
|
|
|
|
d_wanted = max_increase;
|
|
|
|
else if (d_wanted < -max_increase)
|
|
|
|
d_wanted = -max_increase;
|
|
|
|
|
|
|
|
m_speed.Y += d_wanted;
|
|
|
|
}
|
|
|
|
|
2017-04-05 13:18:22 +02:00
|
|
|
// Temporary option for old move code
|
|
|
|
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
|
|
|
std::vector<CollisionInfo> *collision_info)
|
|
|
|
{
|
|
|
|
Map *map = &env->getMap();
|
|
|
|
INodeDefManager *nodemgr = m_client->ndef();
|
|
|
|
|
|
|
|
v3f position = getPosition();
|
|
|
|
|
|
|
|
// Copy parent position if local player is attached
|
|
|
|
if (isAttached) {
|
|
|
|
setPosition(overridePosition);
|
|
|
|
m_sneak_node_exists = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Skip collision detection if noclip mode is used
|
|
|
|
bool fly_allowed = m_client->checkLocalPrivilege("fly");
|
|
|
|
bool noclip = m_client->checkLocalPrivilege("noclip") &&
|
|
|
|
g_settings->getBool("noclip");
|
|
|
|
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
|
|
|
|
if (free_move) {
|
|
|
|
position += m_speed * dtime;
|
|
|
|
setPosition(position);
|
|
|
|
m_sneak_node_exists = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
Collision detection
|
|
|
|
*/
|
|
|
|
bool is_valid_position;
|
|
|
|
MapNode node;
|
|
|
|
v3s16 pp;
|
|
|
|
|
|
|
|
/*
|
|
|
|
Check if player is in liquid (the oscillating value)
|
|
|
|
*/
|
|
|
|
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);
|
|
|
|
if (is_valid_position) {
|
|
|
|
in_liquid = nodemgr->get(node.getContent()).isLiquid();
|
|
|
|
liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
|
|
|
|
} else {
|
|
|
|
in_liquid = false;
|
|
|
|
}
|
|
|
|
} 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);
|
|
|
|
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)
|
|
|
|
*/
|
|
|
|
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;
|
|
|
|
|
|
|
|
/*
|
|
|
|
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);
|
|
|
|
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
|
|
|
|
*/
|
|
|
|
//f32 d = pos_max_d * 1.1;
|
|
|
|
// A fairly large value in here makes moving smoother
|
|
|
|
f32 d = 0.15 * 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;
|
|
|
|
|
|
|
|
/*
|
|
|
|
If sneaking, keep in range from the last walked node and don't
|
|
|
|
fall off from it
|
|
|
|
*/
|
|
|
|
if (control.sneak && m_sneak_node_exists &&
|
|
|
|
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
|
2017-04-01 20:38:14 +02:00
|
|
|
physics_override_sneak) {
|
2017-04-05 13:18:22 +02:00
|
|
|
f32 maxd = 0.5 * 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;
|
|
|
|
if (position.Y < new_y)
|
|
|
|
position.Y = new_y;
|
|
|
|
/*
|
|
|
|
Collision seems broken, since player is sinking when
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// this shouldn't be hardcoded but transmitted from server
|
|
|
|
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
|
|
|
|
|
|
|
|
#ifdef __ANDROID__
|
|
|
|
player_stepheight += (0.6 * BS);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
v3f accel_f = v3f(0, 0, 0);
|
|
|
|
|
|
|
|
collisionMoveResult result = collisionMoveSimple(env, m_client,
|
|
|
|
pos_max_d, m_collisionbox, player_stepheight, dtime,
|
|
|
|
&position, &m_speed, accel_f);
|
|
|
|
|
|
|
|
/*
|
|
|
|
If the player's feet touch the topside of any node, this is
|
|
|
|
set to true.
|
|
|
|
|
|
|
|
Player is allowed to jump when this is true.
|
|
|
|
*/
|
|
|
|
bool touching_ground_was = touching_ground;
|
|
|
|
touching_ground = result.touching_ground;
|
|
|
|
|
|
|
|
//bool standing_on_unloaded = result.standing_on_unloaded;
|
|
|
|
|
|
|
|
/*
|
|
|
|
Check the nodes under the player to see from which node the
|
|
|
|
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)
|
|
|
|
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" &&
|
|
|
|
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") {
|
|
|
|
// We are on something, so make sure to recalculate the sneak
|
|
|
|
// node.
|
|
|
|
m_need_to_get_new_sneak_node = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
v2f player_p2df(position.X, position.Z);
|
|
|
|
f32 min_distance_f = 100000.0 * BS;
|
|
|
|
// If already seeking from some node, compare to it.
|
|
|
|
v3s16 new_sneak_node = m_sneak_node;
|
|
|
|
for (s16 x= -1; x <= 1; x++)
|
|
|
|
for (s16 z= -1; z <= 1; z++) {
|
|
|
|
v3s16 p = pos_i_bottom + v3s16(x, 0, z);
|
|
|
|
v3f pf = intToFloat(p, BS);
|
|
|
|
v2f node_p2df(pf.X, pf.Z);
|
|
|
|
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
|
|
|
f32 max_axis_distance_f = MYMAX(
|
|
|
|
fabs(player_p2df.X - node_p2df.X),
|
|
|
|
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)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// 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 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);
|
|
|
|
if (!is_valid_position || nodemgr->get(node).walkable)
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
min_distance_f = distance_f;
|
|
|
|
new_sneak_node = p;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
|
|
|
|
|
|
|
|
m_sneak_node = new_sneak_node;
|
|
|
|
m_sneak_node_exists = sneak_node_found;
|
|
|
|
|
|
|
|
if (sneak_node_found) {
|
|
|
|
f32 cb_max = 0;
|
|
|
|
MapNode n = map->getNodeNoEx(m_sneak_node);
|
|
|
|
std::vector<aabb3f> nodeboxes;
|
|
|
|
n.getCollisionBoxes(nodemgr, &nodeboxes);
|
|
|
|
for (std::vector<aabb3f>::iterator it = nodeboxes.begin();
|
|
|
|
it != nodeboxes.end(); ++it) {
|
|
|
|
aabb3f box = *it;
|
|
|
|
if (box.MaxEdge.Y > cb_max)
|
|
|
|
cb_max = box.MaxEdge.Y;
|
|
|
|
}
|
|
|
|
m_sneak_node_bb_ymax = cb_max;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
If sneaking, the player's collision box can be in air, so
|
|
|
|
this has to be set explicitly
|
|
|
|
*/
|
|
|
|
if (sneak_node_found && control.sneak)
|
|
|
|
touching_ground = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2017-04-01 20:38:14 +02:00
|
|
|
Set new position but keep sneak node set
|
2017-04-05 13:18:22 +02:00
|
|
|
*/
|
2017-04-01 20:38:14 +02:00
|
|
|
bool sneak_node_exists = m_sneak_node_exists;
|
2017-04-05 13:18:22 +02:00
|
|
|
setPosition(position);
|
2017-04-01 20:38:14 +02:00
|
|
|
m_sneak_node_exists = sneak_node_exists;
|
2017-04-05 13:18:22 +02:00
|
|
|
|
|
|
|
/*
|
|
|
|
Report collisions
|
|
|
|
*/
|
|
|
|
// Dont report if flying
|
|
|
|
if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
|
|
|
|
for (size_t i = 0; i < result.collisions.size(); i++) {
|
|
|
|
const CollisionInfo &info = result.collisions[i];
|
|
|
|
collision_info->push_back(info);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!result.standing_on_object && !touching_ground_was && touching_ground) {
|
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
|
|
|
|
m_client->event()->put(e);
|
|
|
|
// Set camera impact value to be used for view bobbing
|
|
|
|
camera_impact = getSpeed().Y * -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
camera_barely_in_ceiling = false;
|
|
|
|
v3s16 camera_np = floatToInt(getEyePosition(), BS);
|
|
|
|
MapNode n = map->getNodeNoEx(camera_np);
|
|
|
|
if (n.getContent() != CONTENT_IGNORE) {
|
|
|
|
if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
|
|
|
|
camera_barely_in_ceiling = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
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;
|
|
|
|
|
|
|
|
/*
|
|
|
|
Check properties of the node on which the player is standing
|
|
|
|
*/
|
|
|
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
|
|
|
// Determine if jumping is possible
|
|
|
|
m_can_jump = touching_ground && !in_liquid;
|
|
|
|
if (itemgroup_get(f.groups, "disable_jump"))
|
|
|
|
m_can_jump = false;
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|
|
|
// 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) {
|
|
|
|
float jumpspeed = movement_speed_jump * physics_override_jump;
|
|
|
|
if (m_speed.Y > 1) {
|
|
|
|
// Reduce boost when speed already is high
|
|
|
|
m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
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|
|
|
} else {
|
|
|
|
m_speed.Y += jumpspeed;
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|
|
|
}
|
|
|
|
setSpeed(m_speed);
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|
|
|
m_can_jump = false;
|
|
|
|
}
|
|
|
|
}
|