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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the Free Software Foundation; either version 2.1 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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m_client(client)
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2012-03-31 15:23:26 +02:00
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{
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}
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2017-04-01 20:38:14 +02:00
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static aabb3f getNodeBoundingBox(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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2017-08-18 08:21:01 +02:00
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if (nodeboxes.empty())
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2017-04-01 20:38:14 +02:00
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return aabb3f(0, 0, 0, 0, 0, 0);
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2017-03-01 20:10:30 +01:00
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aabb3f b_max;
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2017-04-01 20:38:14 +02:00
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std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
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b_max = aabb3f(it->MinEdge, it->MaxEdge);
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++it;
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for (; it != nodeboxes.end(); ++it)
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b_max.addInternalBox(*it);
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2017-03-23 21:47:59 +01:00
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2017-04-01 20:38:14 +02:00
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return b_max;
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}
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bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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const v3f &sneak_max)
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2017-03-23 21:47:59 +01:00
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{
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2017-04-01 20:38:14 +02:00
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static const v3s16 dir9_center[9] = {
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v3s16( 0, 0, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0, -1),
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v3s16( 1, 0, 1),
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v3s16(-1, 0, 1),
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v3s16( 1, 0, -1),
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v3s16(-1, 0, -1)
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};
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2018-02-10 21:04:16 +01:00
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const NodeDefManager *nodemgr = m_client->ndef();
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2017-03-23 21:47:59 +01:00
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MapNode node;
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2017-04-01 20:38:14 +02:00
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bool is_valid_position;
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bool new_sneak_node_exists = m_sneak_node_exists;
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2017-03-23 21:47:59 +01:00
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2017-04-01 20:38:14 +02:00
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// We want the top of the sneak node to be below the players feet
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f32 position_y_mod = 0.05 * BS;
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if (m_sneak_node_exists)
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position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
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2017-03-23 21:47:59 +01:00
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2017-04-01 20:38:14 +02:00
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// Get position of current standing node
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const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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if (current_node != m_sneak_node) {
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new_sneak_node_exists = false;
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} else {
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node = map->getNodeNoEx(current_node, &is_valid_position);
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if (!is_valid_position || !nodemgr->get(node).walkable)
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new_sneak_node_exists = false;
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}
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// Keep old sneak node
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if (new_sneak_node_exists)
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return true;
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// Get new sneak node
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m_sneak_ladder_detected = false;
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f32 min_distance_f = 100000.0 * BS;
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2017-08-18 08:21:01 +02:00
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for (const auto &d : dir9_center) {
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const v3s16 p = current_node + d;
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2017-04-01 20:38:14 +02:00
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const v3f pf = intToFloat(p, BS);
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const v2f diff(position.X - pf.X, position.Z - pf.Z);
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f32 distance_f = diff.getLength();
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if (distance_f > min_distance_f ||
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fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
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fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
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2017-03-23 21:47:59 +01:00
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continue;
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2017-04-01 20:38:14 +02:00
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// The node to be sneaked on has to be walkable
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node = map->getNodeNoEx(p, &is_valid_position);
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if (!is_valid_position || !nodemgr->get(node).walkable)
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continue;
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// And the node(s) above have to be nonwalkable
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bool ok = true;
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if (!physics_override_sneak_glitch) {
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u16 height = ceilf(
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(m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
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);
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for (u16 y = 1; y <= height; y++) {
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node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable) {
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ok = false;
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break;
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}
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}
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} else {
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// legacy behaviour: check just one node
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node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
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ok = is_valid_position && !nodemgr->get(node).walkable;
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2017-03-23 21:47:59 +01:00
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}
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2017-04-01 20:38:14 +02:00
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if (!ok)
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continue;
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2017-03-23 21:47:59 +01:00
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2017-04-01 20:38:14 +02:00
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min_distance_f = distance_f;
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m_sneak_node = p;
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new_sneak_node_exists = true;
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2017-03-23 21:47:59 +01:00
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}
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2017-04-01 20:38:14 +02:00
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if (!new_sneak_node_exists)
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return false;
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2017-04-06 16:58:12 +02:00
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2017-04-01 20:38:14 +02:00
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// Update saved top bounding box of sneak node
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node = map->getNodeNoEx(m_sneak_node);
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std::vector<aabb3f> nodeboxes;
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
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2017-04-06 16:58:12 +02:00
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2017-04-01 20:38:14 +02:00
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if (physics_override_sneak_glitch) {
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// Detect sneak ladder:
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// Node two meters above sneak node must be solid
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node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
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&is_valid_position);
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2017-04-06 16:58:12 +02:00
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if (is_valid_position && nodemgr->get(node).walkable) {
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2017-04-01 20:38:14 +02:00
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// Node three meters above: must be non-solid
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node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
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&is_valid_position);
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m_sneak_ladder_detected = is_valid_position &&
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!nodemgr->get(node).walkable;
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2017-04-06 16:58:12 +02:00
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}
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}
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2017-04-01 20:38:14 +02:00
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return true;
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2017-04-06 16:58:12 +02:00
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}
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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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2017-09-23 16:29:48 +02:00
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if (!collision_info || collision_info->empty()) {
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// Node below the feet, update each ClientEnvironment::step()
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m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
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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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2018-02-10 21:04:16 +01:00
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const NodeDefManager *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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2017-04-01 20:38:14 +02:00
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if (isAttached) {
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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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setPosition(overridePosition);
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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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2017-09-23 16:29:48 +02:00
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bool free_move = g_settings->getBool("free_move") && fly_allowed;
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if (noclip && free_move) {
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2015-05-30 22:24:49 +02:00
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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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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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*/
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2014-11-14 09:05:34 +01:00
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pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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bool is_valid_position2;
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MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
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if (!(is_valid_position && is_valid_position2)) {
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2012-03-31 15:23:26 +02:00
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is_climbing = false;
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2014-11-14 09:05:34 +01:00
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} else {
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is_climbing = (nodemgr->get(node.getContent()).climbable
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|
|
|| nodemgr->get(node2.getContent()).climbable) && !free_move;
|
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
|
|
|
|
2017-08-06 04:57:34 +02:00
|
|
|
// Player object property step height is multiplied by BS in
|
|
|
|
// /src/script/common/c_content.cpp and /src/content_sao.cpp
|
|
|
|
float player_stepheight = (m_cao == nullptr) ? 0.0f :
|
|
|
|
(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
|
|
|
|
|
|
|
|
// TODO this is a problematic hack.
|
|
|
|
// Use a better implementation for autojump, or apply a custom stepheight
|
|
|
|
// to all players, as this currently creates unintended special movement
|
|
|
|
// abilities and advantages for Android players on a server.
|
2017-04-01 20:38:14 +02:00
|
|
|
#ifdef __ANDROID__
|
2017-08-26 08:45:09 +02:00
|
|
|
if (touching_ground)
|
|
|
|
player_stepheight += (0.6f * BS);
|
2017-04-01 20:38:14 +02:00
|
|
|
#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);
|
|
|
|
|
2017-09-23 16:29:48 +02:00
|
|
|
bool could_sneak = control.sneak && !free_move && !in_liquid &&
|
|
|
|
!is_climbing && physics_override_sneak;
|
|
|
|
|
|
|
|
// Add new collisions to the vector
|
|
|
|
if (collision_info && !free_move) {
|
|
|
|
v3f diff = intToFloat(m_standing_node, BS) - position;
|
|
|
|
f32 distance = diff.getLength();
|
|
|
|
// Force update each ClientEnvironment::step()
|
|
|
|
bool is_first = collision_info->empty();
|
|
|
|
|
|
|
|
for (const auto &colinfo : result.collisions) {
|
|
|
|
collision_info->push_back(colinfo);
|
|
|
|
|
|
|
|
if (colinfo.type != COLLISION_NODE ||
|
|
|
|
colinfo.new_speed.Y != 0 ||
|
|
|
|
(could_sneak && m_sneak_node_exists))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
diff = intToFloat(colinfo.node_p, BS) - position;
|
|
|
|
|
|
|
|
// Find nearest colliding node
|
|
|
|
f32 len = diff.getLength();
|
|
|
|
if (is_first || len < distance) {
|
|
|
|
m_standing_node = colinfo.node_p;
|
|
|
|
distance = len;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-04-01 20:38:14 +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;
|
|
|
|
touching_ground = result.touching_ground;
|
|
|
|
bool sneak_can_jump = false;
|
|
|
|
|
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;
|
2017-04-01 20:38:14 +02:00
|
|
|
|
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
|
|
|
|
|
|
|
/*
|
2017-04-01 20:38:14 +02:00
|
|
|
If sneaking, keep on top of last walked node and don't fall off
|
2012-03-31 15:23:26 +02:00
|
|
|
*/
|
2017-04-01 20:38:14 +02:00
|
|
|
if (could_sneak && m_sneak_node_exists) {
|
2017-04-01 20:38:14 +02:00
|
|
|
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;
|
2017-04-01 20:38:14 +02:00
|
|
|
f32 y_diff = bmax.Y - position.Y;
|
2017-09-23 16:29:48 +02:00
|
|
|
m_standing_node = m_sneak_node;
|
2017-03-01 20:10:30 +01:00
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
// (BS * 0.6f) is the basic stepheight while standing on ground
|
|
|
|
if (y_diff < BS * 0.6f) {
|
|
|
|
// Only center player when they're on the node
|
|
|
|
position.X = rangelim(position.X,
|
2017-04-01 20:38:14 +02:00
|
|
|
bmin.X - sneak_max.X, bmax.X + sneak_max.X);
|
2017-04-01 20:38:14 +02:00
|
|
|
position.Z = rangelim(position.Z,
|
2017-04-01 20:38:14 +02:00
|
|
|
bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
|
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
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
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
if (y_diff > 0 && m_speed.Y < 0 &&
|
|
|
|
(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
|
|
|
|
// Move player to the maximal height when falling or when
|
|
|
|
// the ledge is climbed on the next step.
|
|
|
|
position.Y = bmax.Y;
|
|
|
|
m_speed.Y = 0;
|
2017-03-23 21:47:59 +01:00
|
|
|
}
|
2012-03-31 15:23:26 +02:00
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
// Allow jumping on node edges while sneaking
|
|
|
|
if (m_speed.Y == 0 || m_sneak_ladder_detected)
|
|
|
|
sneak_can_jump = true;
|
|
|
|
|
2017-09-23 16:29:48 +02:00
|
|
|
if (collision_info &&
|
2017-04-01 20:38:14 +02:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
2016-01-04 17:21:33 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
2017-04-01 20:38:14 +02:00
|
|
|
Find the next sneak node if necessary
|
2012-03-31 15:23:26 +02:00
|
|
|
*/
|
2017-04-01 20:38:14 +02:00
|
|
|
bool new_sneak_node_exists = false;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-04-01 20:38:14 +02:00
|
|
|
if (could_sneak)
|
|
|
|
new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
|
2017-04-06 16:58:12 +02:00
|
|
|
|
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
|
|
|
*/
|
|
|
|
setPosition(position);
|
2017-04-01 20:38:14 +02:00
|
|
|
m_sneak_node_exists = new_sneak_node_exists;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-31 15:23:26 +02:00
|
|
|
/*
|
|
|
|
Report collisions
|
|
|
|
*/
|
2015-07-05 14:52:55 +02:00
|
|
|
|
2015-08-12 17:13:19 +02:00
|
|
|
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
|
|
|
|
2012-09-01 11:07:27 +02:00
|
|
|
/*
|
|
|
|
Check properties of the node on which the player is standing
|
|
|
|
*/
|
2017-09-23 16:29:48 +02:00
|
|
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
|
2012-09-01 11:07:27 +02:00
|
|
|
// Determine if jumping is possible
|
2017-04-01 20:38:14 +02:00
|
|
|
m_can_jump = (touching_ground && !in_liquid && !is_climbing)
|
|
|
|
|| sneak_can_jump;
|
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
|
|
|
|
2015-07-05 14:52:55 +02:00
|
|
|
// 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
|
|
|
}
|
|
|
|
|
2017-08-13 23:02:32 +02:00
|
|
|
void LocalPlayer::applyControl(float dtime, Environment *env)
|
2012-03-31 15:23:26 +02:00
|
|
|
{
|
|
|
|
// 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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-03 15:29:52 +01:00
|
|
|
if (continuous_forward)
|
2013-02-08 21:54:01 +01:00
|
|
|
speedH += move_direction;
|
2012-03-31 15:23:26 +02:00
|
|
|
|
2015-11-03 15:29:52 +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;
|
2015-11-03 15:29:52 +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
|
|
|
}
|
2017-03-27 18:22:40 +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) {
|
2017-04-01 20:38:14 +02:00
|
|
|
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;
|
|
|
|
|
2017-08-26 09:01:09 +02:00
|
|
|
float slip_factor = getSlipFactor(env, speedH);
|
2012-03-31 15:23:26 +02:00
|
|
|
// Accelerate to target speed with maximum increment
|
2017-08-11 21:16:09 +02:00
|
|
|
accelerateHorizontal(speedH * physics_override_speed,
|
2017-08-26 09:01:09 +02:00
|
|
|
incH * physics_override_speed * slip_factor);
|
2017-08-11 21:16:09 +02:00
|
|
|
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;
|
2017-09-23 16:29:48 +02:00
|
|
|
return m_standing_node;
|
2012-03-31 15:23:26 +02:00
|
|
|
}
|
|
|
|
|
2017-02-09 22:12:53 +01:00
|
|
|
v3s16 LocalPlayer::getFootstepNodePos()
|
|
|
|
{
|
2017-06-24 20:15:00 +02:00
|
|
|
if (in_liquid_stable)
|
|
|
|
// Emit swimming sound if the player is in liquid
|
|
|
|
return floatToInt(getPosition(), BS);
|
2017-02-09 22:12:53 +01:00
|
|
|
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
|
|
|
|
{
|
2017-11-03 20:10:53 +01:00
|
|
|
float eye_height = camera_barely_in_ceiling ?
|
|
|
|
m_eye_height - 0.125f : m_eye_height;
|
2017-01-11 09:03:07 +01:00
|
|
|
return v3f(0, BS * eye_height, 0);
|
|
|
|
}
|
|
|
|
|
2016-02-14 17:45:06 +01:00
|
|
|
// Horizontal acceleration (X and Z), Y direction is ignored
|
2017-08-11 21:16:09 +02:00
|
|
|
void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
|
2017-08-26 09:01:09 +02:00
|
|
|
const f32 max_increase)
|
2016-02-14 17:45:06 +01:00
|
|
|
{
|
|
|
|
if (max_increase == 0)
|
|
|
|
return;
|
|
|
|
|
2017-08-11 21:16:09 +02:00
|
|
|
v3f d_wanted = target_speed - m_speed;
|
2017-08-13 23:08:17 +02:00
|
|
|
d_wanted.Y = 0.0f;
|
|
|
|
f32 dl = d_wanted.getLength();
|
|
|
|
if (dl > max_increase)
|
|
|
|
dl = max_increase;
|
2016-02-14 17:45:06 +01:00
|
|
|
|
2017-08-13 23:08:17 +02:00
|
|
|
v3f d = d_wanted.normalize() * dl;
|
2016-02-14 17:45:06 +01:00
|
|
|
|
2017-08-13 23:08:17 +02:00
|
|
|
m_speed.X += d.X;
|
|
|
|
m_speed.Z += d.Z;
|
2016-02-14 17:45:06 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// Vertical acceleration (Y), X and Z directions are ignored
|
|
|
|
void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
|
|
|
|
{
|
2017-08-13 23:08:17 +02:00
|
|
|
if (max_increase == 0)
|
|
|
|
return;
|
2016-02-14 17:45:06 +01:00
|
|
|
|
2017-08-13 23:08:17 +02:00
|
|
|
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;
|
2016-02-14 17:45:06 +01:00
|
|
|
|
2017-08-13 23:08:17 +02:00
|
|
|
m_speed.Y += d_wanted;
|
2016-02-14 17:45:06 +01:00
|
|
|
}
|
|
|
|
|
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();
|
2018-02-10 21:04:16 +01:00
|
|
|
const NodeDefManager *nodemgr = m_client->ndef();
|
2017-04-05 13:18:22 +02:00
|
|
|
|
|
|
|
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);
|
2017-08-18 08:21:01 +02:00
|
|
|
if (!is_valid_position || !nodemgr->get(node).walkable)
|
2017-04-05 13:18:22 +02:00
|
|
|
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);
|
2017-08-18 08:21:01 +02:00
|
|
|
for (const auto &box : nodeboxes) {
|
2017-04-05 13:18:22 +02:00
|
|
|
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)) {
|
2017-08-18 08:21:01 +02:00
|
|
|
for (const auto &info : result.collisions) {
|
2017-04-05 13:18:22 +02:00
|
|
|
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;
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
}
|
2017-08-26 09:01:09 +02:00
|
|
|
|
|
|
|
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (!touching_ground)
|
|
|
|
return 1.0f;
|
|
|
|
|
|
|
|
float slip_factor = 1.0f;
|
|
|
|
// Slip on slippery nodes
|
2018-02-10 21:04:16 +01:00
|
|
|
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
|
2017-08-26 09:01:09 +02:00
|
|
|
Map *map = &env->getMap();
|
|
|
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
|
|
|
|
floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
|
|
|
|
int slippery = 0;
|
|
|
|
if (f.walkable) {
|
|
|
|
slippery = itemgroup_get(f.groups, "slippery");
|
|
|
|
} else if (is_slipping) {
|
|
|
|
// slipping over an edge? Check surroundings for slippery nodes
|
|
|
|
slippery = 2 << 16; // guard value, bigger than all realistic ones
|
|
|
|
for (int z = 0; z <= 1; z++) {
|
|
|
|
for (int x = 0; x <= 1; x++) {
|
|
|
|
// this should cover all nodes surrounding player position
|
|
|
|
v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS);
|
|
|
|
const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx(
|
|
|
|
floatToInt(getPosition() - offset, BS)));
|
|
|
|
if (f2.walkable) {
|
|
|
|
// find least slippery node we might be standing on
|
|
|
|
int s = itemgroup_get(f2.groups, "slippery");
|
|
|
|
if (s < slippery)
|
|
|
|
slippery = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// without any hits, ignore slippery
|
|
|
|
if (slippery >= (2 << 16))
|
|
|
|
slippery = 0;
|
|
|
|
}
|
|
|
|
if (slippery >= 1) {
|
|
|
|
if (speedH == v3f(0.0f)) {
|
|
|
|
slippery = slippery * 2;
|
|
|
|
}
|
|
|
|
slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
|
|
|
|
is_slipping = true;
|
|
|
|
} else {
|
|
|
|
// remember this to avoid checking the edge case above too often
|
|
|
|
is_slipping = false;
|
|
|
|
}
|
|
|
|
return slip_factor;
|
|
|
|
}
|