forked from Mirrorlandia_minetest/minetest
1106 lines
31 KiB
C++
1106 lines
31 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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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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(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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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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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#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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#include "environment.h"
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#include "map.h"
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#include "client.h"
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#include "content_cao.h"
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/*
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LocalPlayer
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*/
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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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{
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}
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static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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{
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if (nodeboxes.empty())
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return aabb3f(0, 0, 0, 0, 0, 0);
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aabb3f b_max;
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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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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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{
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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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INodeDefManager *nodemgr = m_client->ndef();
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MapNode node;
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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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// 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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// 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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for (const auto &d : dir9_center) {
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const v3s16 p = current_node + 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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if (!new_sneak_node_exists)
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return false;
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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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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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if (is_valid_position && nodemgr->get(node).walkable) {
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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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}
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}
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return true;
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}
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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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{
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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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// 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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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_client->ndef();
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v3f position = getPosition();
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// Copy parent position if local player is attached
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if (isAttached) {
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setPosition(overridePosition);
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return;
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}
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// Skip collision detection if noclip mode is used
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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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g_settings->getBool("noclip");
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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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position += m_speed * dtime;
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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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bool is_valid_position;
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MapNode node;
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v3s16 pp;
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/*
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Check if player is in liquid (the oscillating value)
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*/
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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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}
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}
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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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{
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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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}
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/*
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Check if player is in liquid (the stable value)
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*/
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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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in_liquid_stable = false;
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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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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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is_climbing = false;
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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;
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}
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/*
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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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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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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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// Player object property step height is multiplied by BS in
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// /src/script/common/c_content.cpp and /src/content_sao.cpp
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float player_stepheight = (m_cao == nullptr) ? 0.0f :
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(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
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// TODO this is a problematic hack.
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// Use a better implementation for autojump, or apply a custom stepheight
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// to all players, as this currently creates unintended special movement
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// abilities and advantages for Android players on a server.
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#ifdef __ANDROID__
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if (touching_ground)
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player_stepheight += (0.6f * BS);
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#endif
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v3f accel_f = v3f(0,0,0);
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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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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bool could_sneak = control.sneak && !free_move && !in_liquid &&
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!is_climbing && physics_override_sneak;
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// Add new collisions to the vector
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if (collision_info && !free_move) {
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v3f diff = intToFloat(m_standing_node, BS) - position;
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f32 distance = diff.getLength();
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// Force update each ClientEnvironment::step()
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bool is_first = collision_info->empty();
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for (const auto &colinfo : result.collisions) {
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collision_info->push_back(colinfo);
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if (colinfo.type != COLLISION_NODE ||
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colinfo.new_speed.Y != 0 ||
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(could_sneak && m_sneak_node_exists))
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continue;
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diff = intToFloat(colinfo.node_p, BS) - position;
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// Find nearest colliding node
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f32 len = diff.getLength();
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if (is_first || len < distance) {
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m_standing_node = colinfo.node_p;
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distance = len;
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}
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}
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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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set to true.
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Player is allowed to jump when this is true.
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*/
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bool touching_ground_was = 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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/*
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If sneaking, keep on top of last walked node and don't fall off
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*/
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if (could_sneak && m_sneak_node_exists) {
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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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f32 y_diff = bmax.Y - position.Y;
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m_standing_node = m_sneak_node;
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// (BS * 0.6f) is the basic stepheight while standing on ground
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if (y_diff < BS * 0.6f) {
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// Only center player when they're on the node
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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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}
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if (y_diff > 0 && m_speed.Y < 0 &&
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(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
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// Move player to the maximal height when falling or when
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// the ledge is climbed on the next step.
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position.Y = bmax.Y;
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m_speed.Y = 0;
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}
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// Allow jumping on node edges while sneaking
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if (m_speed.Y == 0 || m_sneak_ladder_detected)
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sneak_can_jump = true;
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if (collision_info &&
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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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/*
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Find the next sneak node if necessary
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*/
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bool new_sneak_node_exists = false;
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if (could_sneak)
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new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
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/*
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Set new position but keep sneak node set
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*/
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setPosition(position);
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m_sneak_node_exists = new_sneak_node_exists;
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/*
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Report collisions
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*/
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if(!result.standing_on_object && !touching_ground_was && touching_ground) {
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_client->event()->put(e);
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// Set camera impact value to be used for view bobbing
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camera_impact = getSpeed().Y * -1;
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNodeNoEx(camera_np);
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if(n.getContent() != CONTENT_IGNORE){
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if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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camera_barely_in_ceiling = true;
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}
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}
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}
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/*
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Check properties of the node on which the player is standing
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*/
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
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// Determine if jumping is possible
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m_can_jump = (touching_ground && !in_liquid && !is_climbing)
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|| sneak_can_jump;
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if (itemgroup_get(f.groups, "disable_jump"))
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m_can_jump = false;
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5 * BS) {
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float jumpspeed = movement_speed_jump * physics_override_jump;
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if (m_speed.Y > 1) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
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} else {
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m_speed.Y += jumpspeed;
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}
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setSpeed(m_speed);
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m_can_jump = false;
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}
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}
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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{
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime, Environment *env)
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{
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// Clear stuff
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swimming_vertical = false;
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setPitch(control.pitch);
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if(isAttached)
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{
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setSpeed(v3f(0,0,0));
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return;
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}
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool fast_allowed = m_client->checkLocalPrivilege("fast");
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|
|
bool free_move = fly_allowed && g_settings->getBool("free_move");
|
|
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
|
|
// 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");
|
|
bool continuous_forward = g_settings->getBool("continuous_forward");
|
|
bool always_fly_fast = g_settings->getBool("always_fly_fast");
|
|
|
|
// Whether superspeed mode is used or not
|
|
bool superspeed = false;
|
|
|
|
if (always_fly_fast && free_move && fast_move)
|
|
superspeed = true;
|
|
|
|
// Old descend control
|
|
if(g_settings->getBool("aux1_descends"))
|
|
{
|
|
// If free movement and fast movement, always move fast
|
|
if(free_move && fast_move)
|
|
superspeed = true;
|
|
|
|
// Auxiliary button 1 (E)
|
|
if(control.aux1)
|
|
{
|
|
if(free_move)
|
|
{
|
|
// In free movement mode, aux1 descends
|
|
if(fast_move)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
else
|
|
{
|
|
// If not free movement but fast is allowed, aux1 is
|
|
// "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
}
|
|
// New minecraft-like descend control
|
|
else
|
|
{
|
|
// Auxiliary button 1 (E)
|
|
if(control.aux1)
|
|
{
|
|
if(!is_climbing)
|
|
{
|
|
// aux1 is "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
|
|
if(control.sneak)
|
|
{
|
|
if(free_move)
|
|
{
|
|
// In free movement mode, sneak descends
|
|
if (fast_move && (control.aux1 || always_fly_fast))
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (continuous_forward)
|
|
speedH += move_direction;
|
|
|
|
if (control.up) {
|
|
if (continuous_forward) {
|
|
if (fast_move)
|
|
superspeed = true;
|
|
} else {
|
|
speedH += move_direction;
|
|
}
|
|
}
|
|
if (control.down) {
|
|
speedH -= move_direction;
|
|
}
|
|
if (!control.up && !control.down) {
|
|
speedH -= move_direction *
|
|
(control.forw_move_joystick_axis / 32767.f);
|
|
}
|
|
if (control.left) {
|
|
speedH += move_direction.crossProduct(v3f(0,1,0));
|
|
}
|
|
if (control.right) {
|
|
speedH += move_direction.crossProduct(v3f(0,-1,0));
|
|
}
|
|
if (!control.left && !control.right) {
|
|
speedH -= move_direction.crossProduct(v3f(0,1,0)) *
|
|
(control.sidew_move_joystick_axis / 32767.f);
|
|
}
|
|
if(control.jump)
|
|
{
|
|
if (free_move) {
|
|
if (g_settings->getBool("aux1_descends") || always_fly_fast) {
|
|
if (fast_move)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
} else {
|
|
if(fast_move && control.aux1)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
}
|
|
}
|
|
else if(m_can_jump)
|
|
{
|
|
/*
|
|
NOTE: The d value in move() affects jump height by
|
|
raising the height at which the jump speed is kept
|
|
at its starting value
|
|
*/
|
|
v3f speedJ = getSpeed();
|
|
if(speedJ.Y >= -0.5 * BS) {
|
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
|
setSpeed(speedJ);
|
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
|
m_client->event()->put(e);
|
|
}
|
|
}
|
|
else if(in_liquid)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_climb;
|
|
}
|
|
}
|
|
|
|
// The speed of the player (Y is ignored)
|
|
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
speedH = speedH.normalize() * movement_speed_fast;
|
|
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
|
speedH = speedH.normalize() * movement_speed_crouch;
|
|
else
|
|
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
|
|
}
|
|
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
incH = incV = movement_acceleration_fast * BS * dtime;
|
|
else
|
|
incH = incV = movement_acceleration_default * BS * dtime;
|
|
|
|
float slip_factor = getSlipFactor(env, speedH);
|
|
// Accelerate to target speed with maximum increment
|
|
accelerateHorizontal(speedH * physics_override_speed,
|
|
incH * physics_override_speed * slip_factor);
|
|
accelerateVertical(speedV * physics_override_speed,
|
|
incV * physics_override_speed);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
{
|
|
if(m_sneak_node_exists)
|
|
return m_sneak_node;
|
|
return m_standing_node;
|
|
}
|
|
|
|
v3s16 LocalPlayer::getFootstepNodePos()
|
|
{
|
|
if (in_liquid_stable)
|
|
// Emit swimming sound if the player is in liquid
|
|
return floatToInt(getPosition(), BS);
|
|
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);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getLightPosition() const
|
|
{
|
|
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
|
|
}
|
|
|
|
v3f LocalPlayer::getEyeOffset() const
|
|
{
|
|
float eye_height = camera_barely_in_ceiling ?
|
|
m_eye_height - 0.125f : m_eye_height;
|
|
return v3f(0, BS * eye_height, 0);
|
|
}
|
|
|
|
// Horizontal acceleration (X and Z), Y direction is ignored
|
|
void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
|
|
const f32 max_increase)
|
|
{
|
|
if (max_increase == 0)
|
|
return;
|
|
|
|
v3f d_wanted = target_speed - m_speed;
|
|
d_wanted.Y = 0.0f;
|
|
f32 dl = d_wanted.getLength();
|
|
if (dl > max_increase)
|
|
dl = max_increase;
|
|
|
|
v3f d = d_wanted.normalize() * dl;
|
|
|
|
m_speed.X += d.X;
|
|
m_speed.Z += d.Z;
|
|
}
|
|
|
|
// Vertical acceleration (Y), X and Z directions are ignored
|
|
void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
|
|
{
|
|
if (max_increase == 0)
|
|
return;
|
|
|
|
f32 d_wanted = target_speed.Y - m_speed.Y;
|
|
if (d_wanted > max_increase)
|
|
d_wanted = max_increase;
|
|
else if (d_wanted < -max_increase)
|
|
d_wanted = -max_increase;
|
|
|
|
m_speed.Y += d_wanted;
|
|
}
|
|
|
|
// Temporary option for old move code
|
|
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
|
std::vector<CollisionInfo> *collision_info)
|
|
{
|
|
Map *map = &env->getMap();
|
|
INodeDefManager *nodemgr = m_client->ndef();
|
|
|
|
v3f position = getPosition();
|
|
|
|
// Copy parent position if local player is attached
|
|
if (isAttached) {
|
|
setPosition(overridePosition);
|
|
m_sneak_node_exists = false;
|
|
return;
|
|
}
|
|
|
|
// Skip collision detection if noclip mode is used
|
|
bool fly_allowed = m_client->checkLocalPrivilege("fly");
|
|
bool noclip = m_client->checkLocalPrivilege("noclip") &&
|
|
g_settings->getBool("noclip");
|
|
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
|
|
if (free_move) {
|
|
position += m_speed * dtime;
|
|
setPosition(position);
|
|
m_sneak_node_exists = false;
|
|
return;
|
|
}
|
|
|
|
/*
|
|
Collision detection
|
|
*/
|
|
bool is_valid_position;
|
|
MapNode node;
|
|
v3s16 pp;
|
|
|
|
/*
|
|
Check if player is in liquid (the oscillating value)
|
|
*/
|
|
if (in_liquid) {
|
|
// If in liquid, the threshold of coming out is at higher y
|
|
pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
|
|
node = map->getNodeNoEx(pp, &is_valid_position);
|
|
if (is_valid_position) {
|
|
in_liquid = nodemgr->get(node.getContent()).isLiquid();
|
|
liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
|
|
} else {
|
|
in_liquid = false;
|
|
}
|
|
} else {
|
|
// If not in liquid, the threshold of going in is at lower y
|
|
pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
|
|
node = map->getNodeNoEx(pp, &is_valid_position);
|
|
if (is_valid_position) {
|
|
in_liquid = nodemgr->get(node.getContent()).isLiquid();
|
|
liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
|
|
} else {
|
|
in_liquid = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Check if player is in liquid (the stable value)
|
|
*/
|
|
pp = floatToInt(position + v3f(0, 0, 0), BS);
|
|
node = map->getNodeNoEx(pp, &is_valid_position);
|
|
if (is_valid_position)
|
|
in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
|
|
else
|
|
in_liquid_stable = false;
|
|
|
|
/*
|
|
Check if player is climbing
|
|
*/
|
|
pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
|
|
v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
|
|
node = map->getNodeNoEx(pp, &is_valid_position);
|
|
bool is_valid_position2;
|
|
MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
|
|
|
|
if (!(is_valid_position && is_valid_position2))
|
|
is_climbing = false;
|
|
else
|
|
is_climbing = (nodemgr->get(node.getContent()).climbable ||
|
|
nodemgr->get(node2.getContent()).climbable) && !free_move;
|
|
|
|
/*
|
|
Collision uncertainty radius
|
|
Make it a bit larger than the maximum distance of movement
|
|
*/
|
|
//f32 d = pos_max_d * 1.1;
|
|
// A fairly large value in here makes moving smoother
|
|
f32 d = 0.15 * BS;
|
|
// This should always apply, otherwise there are glitches
|
|
sanity_check(d > pos_max_d);
|
|
// Maximum distance over border for sneaking
|
|
f32 sneak_max = BS * 0.4;
|
|
|
|
/*
|
|
If sneaking, keep in range from the last walked node and don't
|
|
fall off from it
|
|
*/
|
|
if (control.sneak && m_sneak_node_exists &&
|
|
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
|
|
physics_override_sneak) {
|
|
f32 maxd = 0.5 * BS + sneak_max;
|
|
v3f lwn_f = intToFloat(m_sneak_node, BS);
|
|
position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
|
|
position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
|
|
|
|
if (!is_climbing) {
|
|
// Move up if necessary
|
|
f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
|
|
if (position.Y < new_y)
|
|
position.Y = new_y;
|
|
/*
|
|
Collision seems broken, since player is sinking when
|
|
sneaking over the edges of current sneaking_node.
|
|
TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
|
|
*/
|
|
if (m_speed.Y < 0)
|
|
m_speed.Y = 0;
|
|
}
|
|
}
|
|
|
|
// this shouldn't be hardcoded but transmitted from server
|
|
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
|
|
|
|
#ifdef __ANDROID__
|
|
player_stepheight += (0.6 * BS);
|
|
#endif
|
|
|
|
v3f accel_f = v3f(0, 0, 0);
|
|
|
|
collisionMoveResult result = collisionMoveSimple(env, m_client,
|
|
pos_max_d, m_collisionbox, player_stepheight, dtime,
|
|
&position, &m_speed, accel_f);
|
|
|
|
/*
|
|
If the player's feet touch the topside of any node, this is
|
|
set to true.
|
|
|
|
Player is allowed to jump when this is true.
|
|
*/
|
|
bool touching_ground_was = touching_ground;
|
|
touching_ground = result.touching_ground;
|
|
|
|
//bool standing_on_unloaded = result.standing_on_unloaded;
|
|
|
|
/*
|
|
Check the nodes under the player to see from which node the
|
|
player is sneaking from, if any. If the node from under
|
|
the player has been removed, the player falls.
|
|
*/
|
|
f32 position_y_mod = 0.05 * BS;
|
|
if (m_sneak_node_bb_ymax > 0)
|
|
position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
|
|
v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
|
|
if (m_sneak_node_exists &&
|
|
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
|
|
m_old_node_below_type != "air") {
|
|
// Old node appears to have been removed; that is,
|
|
// it wasn't air before but now it is
|
|
m_need_to_get_new_sneak_node = false;
|
|
m_sneak_node_exists = false;
|
|
} else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
|
|
// We are on something, so make sure to recalculate the sneak
|
|
// node.
|
|
m_need_to_get_new_sneak_node = true;
|
|
}
|
|
|
|
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
|
|
m_sneak_node_bb_ymax = 0;
|
|
v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
|
|
v2f player_p2df(position.X, position.Z);
|
|
f32 min_distance_f = 100000.0 * BS;
|
|
// If already seeking from some node, compare to it.
|
|
v3s16 new_sneak_node = m_sneak_node;
|
|
for (s16 x= -1; x <= 1; x++)
|
|
for (s16 z= -1; z <= 1; z++) {
|
|
v3s16 p = pos_i_bottom + v3s16(x, 0, z);
|
|
v3f pf = intToFloat(p, BS);
|
|
v2f node_p2df(pf.X, pf.Z);
|
|
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
|
f32 max_axis_distance_f = MYMAX(
|
|
fabs(player_p2df.X - node_p2df.X),
|
|
fabs(player_p2df.Y - node_p2df.Y));
|
|
|
|
if (distance_f > min_distance_f ||
|
|
max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
|
|
continue;
|
|
|
|
// The node to be sneaked on has to be walkable
|
|
node = map->getNodeNoEx(p, &is_valid_position);
|
|
if (!is_valid_position || !nodemgr->get(node).walkable)
|
|
continue;
|
|
// And the node above it has to be nonwalkable
|
|
node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
|
|
if (!is_valid_position || nodemgr->get(node).walkable)
|
|
continue;
|
|
// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
|
|
if (!physics_override_sneak_glitch) {
|
|
node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
|
|
if (!is_valid_position || nodemgr->get(node).walkable)
|
|
continue;
|
|
}
|
|
|
|
min_distance_f = distance_f;
|
|
new_sneak_node = p;
|
|
}
|
|
|
|
bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
|
|
|
|
m_sneak_node = new_sneak_node;
|
|
m_sneak_node_exists = sneak_node_found;
|
|
|
|
if (sneak_node_found) {
|
|
f32 cb_max = 0;
|
|
MapNode n = map->getNodeNoEx(m_sneak_node);
|
|
std::vector<aabb3f> nodeboxes;
|
|
n.getCollisionBoxes(nodemgr, &nodeboxes);
|
|
for (const auto &box : nodeboxes) {
|
|
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;
|
|
}
|
|
|
|
/*
|
|
Set new position but keep sneak node set
|
|
*/
|
|
bool sneak_node_exists = m_sneak_node_exists;
|
|
setPosition(position);
|
|
m_sneak_node_exists = sneak_node_exists;
|
|
|
|
/*
|
|
Report collisions
|
|
*/
|
|
// Dont report if flying
|
|
if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
|
|
for (const auto &info : result.collisions) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
|
|
{
|
|
|
|
if (!touching_ground)
|
|
return 1.0f;
|
|
|
|
float slip_factor = 1.0f;
|
|
// Slip on slippery nodes
|
|
const INodeDefManager *nodemgr = env->getGameDef()->ndef();
|
|
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;
|
|
}
|