forked from Mirrorlandia_minetest/minetest
Sneak: Stripped down version
Fix taking damage caused by sneaking over a nodebox gap. Fix strange behaviour on stair nodeboxes. Enable jumping from node edges while sneaking. Enable movement around corners while sneaking on a 1-node-high groove in a wall.
This commit is contained in:
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dc3ca09e0e
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@ -42,87 +42,133 @@ LocalPlayer::~LocalPlayer()
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{
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{
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}
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}
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static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
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static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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{
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{
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if (nodeboxes.size() == 0)
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return aabb3f(0, 0, 0, 0, 0, 0);
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aabb3f b_max;
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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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std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
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it != nodeboxes.end(); ++it) {
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b_max = aabb3f(it->MinEdge, it->MaxEdge);
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aabb3f box = *it;
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if (box.MaxEdge.Y > b_max.MaxEdge.Y)
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++it;
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b_max = box;
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for (; it != nodeboxes.end(); ++it)
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else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
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b_max.addInternalBox(*it);
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b_max.addInternalBox(box);
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}
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return b_max;
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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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}
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#define GETNODE(map, p3, v2, y, valid) \
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bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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(map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
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const v3f &sneak_max)
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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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{
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// Detects a structure known as "sneak ladder" or "sneak elevator"
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static const v3s16 dir9_center[9] = {
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// that relies on bugs to provide a fast means of vertical transportation,
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v3s16( 0, 0, 0),
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// the bugs have since been fixed but this function remains to keep it working.
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v3s16( 1, 0, 0),
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// NOTE: This is just entirely a huge hack and causes way too many problems.
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v3s16(-1, 0, 0),
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bool is_valid_position;
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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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INodeDefManager *nodemgr = m_client->ndef();
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MapNode node;
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MapNode node;
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// X/Z vectors for 4 neighboring nodes
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bool is_valid_position;
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static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
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bool new_sneak_node_exists = m_sneak_node_exists;
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for (u16 i = 0; i < ARRLEN(vecs); i++) {
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// We want the top of the sneak node to be below the players feet
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const v2s16 vec = vecs[i];
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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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// walkability of bottom & top node should differ
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// Get position of current standing node
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node = GETNODE(map, pos, vec, 0, &is_valid_position);
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const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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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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if (current_node != m_sneak_node) {
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node = GETNODE(map, pos, vec, -1, &is_valid_position);
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new_sneak_node_exists = false;
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bool ok = is_valid_position && w != nodemgr->get(node).walkable;
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} else {
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if (!ok) {
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node = map->getNodeNoEx(current_node, &is_valid_position);
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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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ok = is_valid_position && w == nodemgr->get(node).walkable;
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new_sneak_node_exists = false;
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}
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}
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if (ok)
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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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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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for (s16 d = 0; d < 9; d++) {
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const v3s16 p = current_node + dir9_center[d];
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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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continue;
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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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}
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if (!ok)
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continue;
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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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}
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}
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if (!new_sneak_node_exists)
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return false;
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return false;
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}
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static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
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// Update saved top bounding box of sneak node
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{
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node = map->getNodeNoEx(m_sneak_node);
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bool is_valid_position;
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std::vector<aabb3f> nodeboxes;
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MapNode node;
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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// X/Z vectors for 4 neighboring nodes
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m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
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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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if (physics_override_sneak_glitch) {
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const v2s16 vec = vecs[i];
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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 = GETNODE(map, pos, vec, 1, &is_valid_position);
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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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if (is_valid_position && nodemgr->get(node).walkable) {
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if (is_valid_position && nodemgr->get(node).walkable) {
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// Ledge exists
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// Node three meters above: must be non-solid
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node = GETNODE(map, pos, vec, 2, &is_valid_position);
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node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
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if (is_valid_position && !nodemgr->get(node).walkable)
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&is_valid_position);
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// Space above ledge exists
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m_sneak_ladder_detected = is_valid_position &&
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!nodemgr->get(node).walkable;
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}
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}
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return true;
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return true;
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}
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}
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}
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return false;
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}
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#undef GETNODE
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info)
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std::vector<CollisionInfo> *collision_info)
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@ -139,10 +185,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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v3f position = getPosition();
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v3f position = getPosition();
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// Copy parent position if local player is attached
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// Copy parent position if local player is attached
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if(isAttached)
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if (isAttached) {
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{
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setPosition(overridePosition);
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setPosition(overridePosition);
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m_sneak_node_exists = false;
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return;
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return;
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}
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}
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@ -154,7 +198,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (free_move) {
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if (free_move) {
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position += m_speed * dtime;
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position += m_speed * dtime;
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setPosition(position);
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setPosition(position);
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m_sneak_node_exists = false;
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return;
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return;
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}
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}
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@ -225,7 +268,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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}
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}
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/*
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/*
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Collision uncertainty radius
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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Make it a bit larger than the maximum distance of movement
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@ -237,59 +279,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// This should always apply, otherwise there are glitches
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// This should always apply, otherwise there are glitches
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sanity_check(d > pos_max_d);
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sanity_check(d > pos_max_d);
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// Max. distance (X, Z) over border for sneaking determined by collision box
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// * 0.49 to keep the center just barely on the node
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v3f sneak_max = m_collisionbox.getExtent() * 0.49;
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if (m_sneak_ladder_detected) {
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// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
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}
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) &&
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!in_liquid && !is_climbing &&
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physics_override_sneak) {
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const v3f sn_f = intToFloat(m_sneak_node, BS);
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const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
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const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
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const v3f old_pos = position;
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const v3f old_speed = m_speed;
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position.X = rangelim(position.X,
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bmin.X - sneak_max.X, bmax.X + sneak_max.X);
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position.Z = rangelim(position.Z,
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bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
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if (position.X != old_pos.X)
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m_speed.X = 0;
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if (position.Z != old_pos.Z)
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m_speed.Z = 0;
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// Because we keep the player collision box on the node, limiting
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// position.Y is not necessary but useful to prevent players from
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// being inside a node if sneaking on e.g. the lower part of a stair
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if (!m_sneak_ladder_detected) {
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position.Y = MYMAX(position.Y, bmax.Y);
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} else {
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// legacy behaviour that sometimes causes some weird slow sinking
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m_speed.Y = MYMAX(m_speed.Y, 0);
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}
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if (collision_info != NULL &&
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m_speed.Y - old_speed.Y > BS) {
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// Collide with sneak node, report fall damage
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CollisionInfo sn_info;
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sn_info.node_p = m_sneak_node;
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sn_info.old_speed = old_speed;
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sn_info.new_speed = m_speed;
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collision_info->push_back(sn_info);
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}
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}
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// TODO: this shouldn't be hardcoded but transmitted from server
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// TODO: this shouldn't be hardcoded but transmitted from server
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float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
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float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
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@ -303,6 +292,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f);
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&position, &m_speed, accel_f);
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bool could_sneak = control.sneak &&
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!(fly_allowed && g_settings->getBool("free_move")) &&
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!in_liquid && !is_climbing &&
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physics_override_sneak;
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/*
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/*
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If the player's feet touch the topside of any node, this is
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If the player's feet touch the topside of any node, this is
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set to true.
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set to true.
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@ -311,110 +304,78 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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*/
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bool touching_ground_was = touching_ground;
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bool touching_ground_was = touching_ground;
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touching_ground = result.touching_ground;
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touching_ground = result.touching_ground;
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bool sneak_can_jump = false;
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// Max. distance (X, Z) over border for sneaking determined by collision box
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// * 0.49 to keep the center just barely on the node
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v3f sneak_max = m_collisionbox.getExtent() * 0.49;
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if (m_sneak_ladder_detected) {
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// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
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}
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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;
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if (m_sneak_node_exists)
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position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
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else
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position_y_mod = (0.5 - 0.05) * BS;
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v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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/*
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/*
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Check the nodes under the player to see from which node the
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If sneaking, keep on top of last walked node and don't fall off
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player is sneaking from, if any. If the node from under
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the player has been removed, the player falls.
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*/
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*/
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if (m_sneak_node_exists &&
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if (could_sneak && m_sneak_node_exists) {
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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const v3f sn_f = intToFloat(m_sneak_node, BS);
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m_old_node_below_type != "air") {
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const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
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// Old node appears to have been removed; that is,
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const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
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// it wasn't air before but now it is
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const v3f old_pos = position;
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m_need_to_get_new_sneak_node = false;
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const v3f old_speed = m_speed;
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m_sneak_node_exists = false;
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f32 y_diff = bmax.Y - position.Y;
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} else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
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// We are on something, so make sure to recalculate the sneak
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// (BS * 0.6f) is the basic stepheight while standing on ground
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// node.
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if (y_diff < BS * 0.6f) {
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m_need_to_get_new_sneak_node = true;
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// Only center player when they're on the node
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||||||
|
position.X = rangelim(position.X,
|
||||||
|
bmin.X - sneak_max.X, bmax.X + sneak_max.X);
|
||||||
|
position.Z = rangelim(position.Z,
|
||||||
|
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
|
if (y_diff > 0 && m_speed.Y < 0 &&
|
||||||
v2f player_p2df(position.X, position.Z);
|
(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
|
||||||
f32 min_distance_f = 100000.0 * BS;
|
// Move player to the maximal height when falling or when
|
||||||
v3s16 new_sneak_node = m_sneak_node;
|
// the ledge is climbed on the next step.
|
||||||
for(s16 x=-1; x<=1; x++)
|
position.Y = bmax.Y;
|
||||||
for(s16 z=-1; z<=1; z++)
|
m_speed.Y = 0;
|
||||||
{
|
|
||||||
v3s16 p = current_node + v3s16(x,0,z);
|
|
||||||
v3f pf = intToFloat(p, BS);
|
|
||||||
v2f node_p2df(pf.X, pf.Z);
|
|
||||||
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
|
||||||
|
|
||||||
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)
|
|
||||||
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)
|
|
||||||
continue;
|
|
||||||
// And the node(s) above have to be nonwalkable
|
|
||||||
bool ok = true;
|
|
||||||
if (!physics_override_sneak_glitch) {
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
if (!ok)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
min_distance_f = distance_f;
|
|
||||||
new_sneak_node = p;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool sneak_node_found = (min_distance_f < 100000.0 * BS);
|
// Allow jumping on node edges while sneaking
|
||||||
m_sneak_node = new_sneak_node;
|
if (m_speed.Y == 0 || m_sneak_ladder_detected)
|
||||||
m_sneak_node_exists = sneak_node_found;
|
sneak_can_jump = true;
|
||||||
|
|
||||||
if (sneak_node_found) {
|
if (collision_info != NULL &&
|
||||||
// Update saved top bounding box of sneak node
|
m_speed.Y - old_speed.Y > BS) {
|
||||||
MapNode n = map->getNodeNoEx(m_sneak_node);
|
// Collide with sneak node, report fall damage
|
||||||
std::vector<aabb3f> nodeboxes;
|
CollisionInfo sn_info;
|
||||||
n.getCollisionBoxes(nodemgr, &nodeboxes);
|
sn_info.node_p = m_sneak_node;
|
||||||
m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
|
sn_info.old_speed = old_speed;
|
||||||
|
sn_info.new_speed = m_speed;
|
||||||
m_sneak_ladder_detected = physics_override_sneak_glitch &&
|
collision_info->push_back(sn_info);
|
||||||
detectSneakLadder(map, nodemgr, floatToInt(position, BS));
|
|
||||||
} else {
|
|
||||||
m_sneak_ladder_detected = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
If 'sneak glitch' enabled detect ledge for old sneak-jump
|
Find the next sneak node if necessary
|
||||||
behaviour of climbing onto a ledge 2 nodes up.
|
|
||||||
*/
|
*/
|
||||||
if (physics_override_sneak_glitch && control.sneak && control.jump)
|
bool new_sneak_node_exists = false;
|
||||||
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
|
|
||||||
|
if (could_sneak)
|
||||||
|
new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Set new position but keep sneak node set
|
Set new position but keep sneak node set
|
||||||
*/
|
*/
|
||||||
bool sneak_node_exists = m_sneak_node_exists;
|
|
||||||
setPosition(position);
|
setPosition(position);
|
||||||
m_sneak_node_exists = sneak_node_exists;
|
m_sneak_node_exists = new_sneak_node_exists;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Report collisions
|
Report collisions
|
||||||
@ -447,22 +408,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
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
|
Check properties of the node on which the player is standing
|
||||||
*/
|
*/
|
||||||
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
||||||
// Determine if jumping is possible
|
// Determine if jumping is possible
|
||||||
m_can_jump = touching_ground && !in_liquid;
|
m_can_jump = (touching_ground && !in_liquid && !is_climbing)
|
||||||
|
|| sneak_can_jump;
|
||||||
if (itemgroup_get(f.groups, "disable_jump"))
|
if (itemgroup_get(f.groups, "disable_jump"))
|
||||||
m_can_jump = false;
|
m_can_jump = false;
|
||||||
else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
|
|
||||||
m_can_jump = true;
|
|
||||||
|
|
||||||
// Jump key pressed while jumping off from a bouncy block
|
// Jump key pressed while jumping off from a bouncy block
|
||||||
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
|
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
|
||||||
@ -651,17 +605,8 @@ void LocalPlayer::applyControl(float dtime)
|
|||||||
*/
|
*/
|
||||||
v3f speedJ = getSpeed();
|
v3f speedJ = getSpeed();
|
||||||
if(speedJ.Y >= -0.5 * BS) {
|
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;
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
||||||
setSpeed(speedJ);
|
setSpeed(speedJ);
|
||||||
}
|
|
||||||
|
|
||||||
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
||||||
m_client->event()->put(e);
|
m_client->event()->put(e);
|
||||||
|
@ -143,30 +143,30 @@ public:
|
|||||||
private:
|
private:
|
||||||
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
|
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
|
||||||
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
|
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
|
||||||
|
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
|
||||||
|
|
||||||
v3f m_position;
|
v3f m_position;
|
||||||
|
|
||||||
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
|
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
|
||||||
// Stores the max player uplift by m_sneak_node
|
|
||||||
// To support temporary option for old move code
|
|
||||||
f32 m_sneak_node_bb_ymax = 0.0f;
|
|
||||||
// Stores the top bounding box of m_sneak_node
|
// Stores the top bounding box of m_sneak_node
|
||||||
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
|
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
// Whether the player is allowed to sneak
|
// Whether the player is allowed to sneak
|
||||||
bool m_sneak_node_exists = false;
|
bool m_sneak_node_exists = false;
|
||||||
// Whether recalculation of m_sneak_node and its top bbox is needed
|
|
||||||
bool m_need_to_get_new_sneak_node = true;
|
|
||||||
// Whether a "sneak ladder" structure is detected at the players pos
|
// Whether a "sneak ladder" structure is detected at the players pos
|
||||||
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
|
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
|
||||||
bool m_sneak_ladder_detected = false;
|
bool m_sneak_ladder_detected = false;
|
||||||
// Whether a 2-node-up ledge is detected at the players pos,
|
|
||||||
// see detectLedge() in the .cpp for more info (always false if disabled).
|
|
||||||
bool m_ledge_detected = false;
|
|
||||||
|
|
||||||
|
// ***** Variables for temporary option of the old move code *****
|
||||||
|
// Stores the max player uplift by m_sneak_node
|
||||||
|
f32 m_sneak_node_bb_ymax = 0.0f;
|
||||||
|
// Whether recalculation of m_sneak_node and its top bbox is needed
|
||||||
|
bool m_need_to_get_new_sneak_node = true;
|
||||||
// Node below player, used to determine whether it has been removed,
|
// Node below player, used to determine whether it has been removed,
|
||||||
// and its old type
|
// and its old type
|
||||||
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
|
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
|
||||||
std::string m_old_node_below_type = "air";
|
std::string m_old_node_below_type = "air";
|
||||||
|
// ***** End of variables for temporary option *****
|
||||||
|
|
||||||
bool m_can_jump = false;
|
bool m_can_jump = false;
|
||||||
u16 m_breath = PLAYER_MAX_BREATH;
|
u16 m_breath = PLAYER_MAX_BREATH;
|
||||||
f32 m_yaw = 0.0f;
|
f32 m_yaw = 0.0f;
|
||||||
|
Loading…
Reference in New Issue
Block a user