forked from Mirrorlandia_minetest/minetest
1213 lines
36 KiB
C++
1213 lines
36 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 <cmath>
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#include "mtevent.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(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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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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// Acceptable distance to node center
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// This must be > 0.5 units to get the sneak ladder to work
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// 0.05 prevents sideways teleporting through 1/16 thick walls
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constexpr f32 allowed_range = (0.5f + 0.05f) * BS;
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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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const NodeDefManager *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 = 0.02f * 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(0.0f, position_y_mod, 0.0f), 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->getNode(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_sq = HUGE_VALF;
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for (const auto &d : dir9_center) {
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const v3s16 p = current_node + d;
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node = map->getNode(p, &is_valid_position);
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// The node to be sneaked on has to be walkable
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if (!is_valid_position || !nodemgr->get(node).walkable)
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continue;
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v3f pf = intToFloat(p, BS);
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{
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std::vector<aabb3f> nodeboxes;
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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pf += getNodeBoundingBox(nodeboxes).getCenter();
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}
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const v2f diff(position.X - pf.X, position.Z - pf.Z);
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const f32 distance_sq = diff.getLengthSQ();
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if (distance_sq > min_distance_sq ||
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std::fabs(diff.X) > allowed_range + sneak_max.X ||
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std::fabs(diff.Y) > allowed_range + sneak_max.Z)
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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 =
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ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
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for (u16 y = 1; y <= height; y++) {
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node = map->getNode(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 behavior: check just one node
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node = map->getNode(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_sq = distance_sq;
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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->getNode(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->getNode(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->getNode(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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// Node at feet position, update each ClientEnvironment::step()
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if (!collision_info || collision_info->empty())
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m_standing_node = floatToInt(m_position, BS);
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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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const NodeDefManager *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 (getParent()) {
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setPosition(m_cao->getPosition());
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m_added_velocity = v3f(0.0f); // ignored
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return;
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}
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PlayerSettings &player_settings = getPlayerSettings();
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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") && player_settings.noclip;
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bool free_move = player_settings.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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touching_ground = false;
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m_added_velocity = v3f(0.0f); // ignored
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return;
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}
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m_speed += m_added_velocity;
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m_added_velocity = v3f(0.0f);
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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(0.0f, BS * 0.1f, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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const ContentFeatures &cf = nodemgr->get(node.getContent());
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in_liquid = cf.liquid_move_physics;
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move_resistance = cf.move_resistance;
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} else {
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in_liquid = false;
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}
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} else {
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// If not in liquid, the threshold of going in is at lower y
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pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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const ContentFeatures &cf = nodemgr->get(node.getContent());
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in_liquid = cf.liquid_move_physics;
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move_resistance = cf.move_resistance;
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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(0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics;
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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(0.0f, 0.5f * BS, 0.0f), BS);
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v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
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node = map->getNode(pp, &is_valid_position);
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bool is_valid_position2;
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MapNode node2 = map->getNode(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 = 0.15f * 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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v3f accel_f(0, -gravity, 0);
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const v3f initial_position = position;
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const v3f initial_speed = m_speed;
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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_sq = diff.getLengthSQ();
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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.axis != COLLISION_AXIS_Y ||
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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_sq = diff.getLengthSQ();
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if (is_first || len_sq < distance_sq) {
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m_standing_node = colinfo.node_p;
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distance_sq = len_sq;
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is_first = false;
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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
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at the END of clientstep, then this is 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() * 0.49f;
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if (m_sneak_ladder_detected) {
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// restore legacy behavior (this makes the m_speed.Y hack necessary)
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sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * 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 = 0.0f;
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if (position.Z != old_pos.Z)
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m_speed.Z = 0.0f;
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}
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if (y_diff > 0 && m_speed.Y <= 0.0f &&
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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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// Smoothen the movement (based on 'position.Y = bmax.Y')
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position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
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position.Y = std::min(position.Y, bmax.Y);
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m_speed.Y = 0.0f;
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}
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// Allow jumping on node edges while sneaking
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if (m_speed.Y == 0.0f || 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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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
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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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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->getNode(m_standing_node));
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const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
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// We can jump from a bouncy node we collided with this clientstep,
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// even if we are not "touching" it at the end of clientstep.
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int standing_node_bouncy = 0;
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if (result.collides && m_speed.Y > 0.0f) {
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// must use result.collisions here because sometimes collision_info
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// is passed in prepopulated with a problematic floor.
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for (const auto &colinfo : result.collisions) {
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if (colinfo.axis == COLLISION_AXIS_Y) {
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// we cannot rely on m_standing_node because "sneak stuff"
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standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy");
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if (standing_node_bouncy != 0)
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break;
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}
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}
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}
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
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itemgroup_get(f1.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump || standing_node_bouncy != 0)
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&& !m_disable_jump;
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m_disable_descend = itemgroup_get(f.groups, "disable_descend") ||
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itemgroup_get(f1.groups, "disable_descend");
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// Jump/Sneak key pressed while bouncing from a bouncy block
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) {
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// controllable (>0) bouncy block
|
|
if (!control.jump) {
|
|
// sneak pressed, but not jump
|
|
// Subjective testing indicates 1/3 bounce decrease works well.
|
|
jumpspeed = -m_speed.Y / 3.0f;
|
|
} else {
|
|
// jump pressed
|
|
// Reduce boost when speed already is high
|
|
jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed));
|
|
}
|
|
m_speed.Y += jumpspeed;
|
|
setSpeed(m_speed);
|
|
m_can_jump = false;
|
|
} else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) {
|
|
// uncontrollable bouncy is limited to normal jump height.
|
|
m_can_jump = false;
|
|
}
|
|
|
|
// Prevent sliding on the ground when jump speed is 0
|
|
m_can_jump = m_can_jump && jumpspeed != 0.0f;
|
|
|
|
// Autojump
|
|
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
|
|
}
|
|
|
|
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
|
|
{
|
|
move(dtime, env, pos_max_d, NULL);
|
|
}
|
|
|
|
void LocalPlayer::applyControl(float dtime, Environment *env)
|
|
{
|
|
// Clear stuff
|
|
swimming_vertical = false;
|
|
swimming_pitch = false;
|
|
|
|
setPitch(control.pitch);
|
|
setYaw(control.yaw);
|
|
|
|
// Nullify speed and don't run positioning code if the player is attached
|
|
if (getParent()) {
|
|
setSpeed(v3f(0.0f));
|
|
return;
|
|
}
|
|
|
|
PlayerSettings &player_settings = getPlayerSettings();
|
|
|
|
// All vectors are relative to the player's yaw,
|
|
// (and pitch if pitch move mode enabled),
|
|
// and will be rotated at the end
|
|
v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
|
|
|
|
bool fly_allowed = m_client->checkLocalPrivilege("fly");
|
|
bool fast_allowed = m_client->checkLocalPrivilege("fast");
|
|
|
|
bool free_move = fly_allowed && player_settings.free_move;
|
|
bool fast_move = fast_allowed && player_settings.fast_move;
|
|
bool pitch_move = (free_move || in_liquid) && player_settings.pitch_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 && !player_settings.aux1_descends;
|
|
bool always_fly_fast = player_settings.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 (player_settings.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) && !m_disable_descend) {
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
} else if (is_climbing && !m_disable_descend) {
|
|
speedV.Y = -movement_speed_climb * physics_override.speed_climb;
|
|
} else {
|
|
// If not free movement but fast is allowed, aux1 is
|
|
// "Turbo button"
|
|
if (fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
} else {
|
|
// New minecraft-like descend control
|
|
|
|
// Auxiliary button 1 (E)
|
|
if (control.aux1) {
|
|
if (!is_climbing) {
|
|
// aux1 is "Turbo button"
|
|
if (fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
|
|
if (control.sneak && !control.jump) {
|
|
// Descend player in freemove mode, liquids and climbable nodes by sneak key, only if jump key is released
|
|
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) && !m_disable_descend) {
|
|
if (fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
} else if (is_climbing && !m_disable_descend) {
|
|
if (fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_climb * physics_override.speed_climb;
|
|
}
|
|
}
|
|
}
|
|
|
|
speedH = v3f(sin(control.movement_direction), 0.0f, cos(control.movement_direction));
|
|
|
|
if (m_autojump) {
|
|
// release autojump after a given time
|
|
m_autojump_time -= dtime;
|
|
if (m_autojump_time <= 0.0f)
|
|
m_autojump = false;
|
|
}
|
|
|
|
if (control.jump) {
|
|
if (free_move) {
|
|
if (!control.sneak) {
|
|
// Don't fly up if sneak key is pressed
|
|
if (player_settings.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 >= -0.5f * BS) {
|
|
speedJ.Y = movement_speed_jump * physics_override.jump;
|
|
setSpeed(speedJ);
|
|
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
|
|
}
|
|
} else if (in_liquid && !m_disable_jump && !control.sneak) {
|
|
if (fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
swimming_vertical = true;
|
|
} else if (is_climbing && !m_disable_jump && !control.sneak) {
|
|
if (fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_climb * physics_override.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 * physics_override.speed_crouch;
|
|
else
|
|
speedH = speedH.normalize() * movement_speed_walk;
|
|
|
|
speedH *= control.movement_speed; /* Apply analog input */
|
|
|
|
// Acceleration increase
|
|
f32 incH = 0.0f; // Horizontal (X, Z)
|
|
f32 incV = 0.0f; // 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 * physics_override.acceleration_air * BS * dtime;
|
|
incV = 0.0f; // 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 * physics_override.acceleration_default * BS * dtime;
|
|
}
|
|
|
|
float slip_factor = 1.0f;
|
|
if (!free_move && !in_liquid && !in_liquid_stable)
|
|
slip_factor = getSlipFactor(env, speedH);
|
|
|
|
// Don't sink when swimming in pitch mode
|
|
if (pitch_move && in_liquid) {
|
|
v3f controlSpeed = speedH + speedV;
|
|
if (controlSpeed.getLength() > 0.01f)
|
|
swimming_pitch = true;
|
|
}
|
|
|
|
// Accelerate to target speed with maximum increment
|
|
accelerate((speedH + speedV) * physics_override.speed,
|
|
incH * physics_override.speed * slip_factor, incV * physics_override.speed,
|
|
pitch_move);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
{
|
|
if (m_sneak_node_exists)
|
|
return m_sneak_node;
|
|
|
|
return m_standing_node;
|
|
}
|
|
|
|
v3s16 LocalPlayer::getFootstepNodePos()
|
|
{
|
|
v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f);
|
|
|
|
// Emit swimming sound if the player is in liquid
|
|
if (in_liquid_stable)
|
|
return floatToInt(feet_pos, BS);
|
|
|
|
// BS * 0.05 below the player's feet ensures a 1/16th height
|
|
// nodebox is detected instead of the node below it.
|
|
if (touching_ground)
|
|
return floatToInt(feet_pos - v3f(0.0f, BS * 0.05f, 0.0f), 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(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getLightPosition() const
|
|
{
|
|
return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
|
|
}
|
|
|
|
v3f LocalPlayer::getEyeOffset() const
|
|
{
|
|
return v3f(0.0f, BS * m_eye_height, 0.0f);
|
|
}
|
|
|
|
ClientActiveObject *LocalPlayer::getParent() const
|
|
{
|
|
return m_cao ? m_cao->getParent() : nullptr;
|
|
}
|
|
|
|
bool LocalPlayer::isDead() const
|
|
{
|
|
FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
|
|
return !getCAO()->isImmortal() && hp == 0;
|
|
}
|
|
|
|
// 3D acceleration
|
|
void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
|
|
const f32 max_increase_V, const bool use_pitch)
|
|
{
|
|
const f32 yaw = getYaw();
|
|
const f32 pitch = getPitch();
|
|
v3f flat_speed = m_speed;
|
|
// Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch
|
|
flat_speed.rotateXZBy(-yaw);
|
|
if (use_pitch)
|
|
flat_speed.rotateYZBy(-pitch);
|
|
|
|
v3f d_wanted = target_speed - flat_speed;
|
|
v3f d;
|
|
|
|
// Then compare the horizontal and vertical components with the wanted speed
|
|
if (max_increase_H > 0.0f) {
|
|
v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
|
|
if (d_wanted_H.getLength() > max_increase_H)
|
|
d += d_wanted_H.normalize() * max_increase_H;
|
|
else
|
|
d += d_wanted_H;
|
|
}
|
|
|
|
if (max_increase_V > 0.0f) {
|
|
f32 d_wanted_V = d_wanted.Y;
|
|
if (d_wanted_V > max_increase_V)
|
|
d.Y += max_increase_V;
|
|
else if (d_wanted_V < -max_increase_V)
|
|
d.Y -= max_increase_V;
|
|
else
|
|
d.Y += d_wanted_V;
|
|
}
|
|
|
|
// Finally rotate it again
|
|
if (use_pitch)
|
|
d.rotateYZBy(pitch);
|
|
d.rotateXZBy(yaw);
|
|
|
|
m_speed += d;
|
|
}
|
|
|
|
// 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();
|
|
const NodeDefManager *nodemgr = m_client->ndef();
|
|
|
|
v3f position = getPosition();
|
|
|
|
// Copy parent position if local player is attached
|
|
if (getParent()) {
|
|
setPosition(m_cao->getPosition());
|
|
m_sneak_node_exists = false;
|
|
m_added_velocity = v3f(0.0f);
|
|
return;
|
|
}
|
|
|
|
PlayerSettings &player_settings = getPlayerSettings();
|
|
|
|
// Skip collision detection if noclip mode is used
|
|
bool fly_allowed = m_client->checkLocalPrivilege("fly");
|
|
bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
|
|
bool free_move = noclip && fly_allowed && player_settings.free_move;
|
|
if (free_move) {
|
|
position += m_speed * dtime;
|
|
setPosition(position);
|
|
|
|
touching_ground = false;
|
|
m_sneak_node_exists = false;
|
|
m_added_velocity = v3f(0.0f);
|
|
return;
|
|
}
|
|
|
|
m_speed += m_added_velocity;
|
|
m_added_velocity = v3f(0.0f);
|
|
|
|
// Apply gravity (note: this is broken, but kept since this is *old* move code)
|
|
m_speed.Y -= gravity * dtime;
|
|
|
|
/*
|
|
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(0.0f, BS * 0.1f, 0.0f), BS);
|
|
node = map->getNode(pp, &is_valid_position);
|
|
if (is_valid_position) {
|
|
const ContentFeatures &cf = nodemgr->get(node.getContent());
|
|
in_liquid = cf.liquid_move_physics;
|
|
move_resistance = cf.move_resistance;
|
|
} else {
|
|
in_liquid = false;
|
|
}
|
|
} else {
|
|
// If not in liquid, the threshold of going in is at lower y
|
|
pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
|
|
node = map->getNode(pp, &is_valid_position);
|
|
if (is_valid_position) {
|
|
const ContentFeatures &cf = nodemgr->get(node.getContent());
|
|
in_liquid = cf.liquid_move_physics;
|
|
move_resistance = cf.move_resistance;
|
|
} else {
|
|
in_liquid = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Check if player is in liquid (the stable value)
|
|
*/
|
|
pp = floatToInt(position + v3f(0.0f), BS);
|
|
node = map->getNode(pp, &is_valid_position);
|
|
if (is_valid_position)
|
|
in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics;
|
|
else
|
|
in_liquid_stable = false;
|
|
|
|
/*
|
|
Check if player is climbing
|
|
*/
|
|
pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
|
|
v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
|
|
node = map->getNode(pp, &is_valid_position);
|
|
bool is_valid_position2;
|
|
MapNode node2 = map->getNode(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 = 0.15f * 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 * 0.4f;
|
|
|
|
/*
|
|
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 && player_settings.free_move) && !in_liquid &&
|
|
physics_override.sneak) {
|
|
f32 maxd = 0.5f * 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 - 0.5f * 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 < 0.0f)
|
|
m_speed.Y = 0.0f;
|
|
}
|
|
}
|
|
|
|
// TODO: This shouldn't be hardcoded but decided by the server
|
|
float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
|
|
|
|
v3f accel_f;
|
|
const v3f initial_position = position;
|
|
const v3f initial_speed = m_speed;
|
|
|
|
collisionMoveResult result = collisionMoveSimple(env, m_client,
|
|
pos_max_d, m_collisionbox, player_stepheight, dtime,
|
|
&position, &m_speed, accel_f);
|
|
|
|
// Position was slightly changed; update standing node pos
|
|
if (touching_ground)
|
|
m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
|
|
else
|
|
m_standing_node = floatToInt(m_position, BS);
|
|
|
|
/*
|
|
If the player's feet touch the topside of any node
|
|
at the END of clientstep, then 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 = 0.05f * BS;
|
|
if (m_sneak_node_bb_ymax > 0.0f)
|
|
position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
|
|
v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
|
|
if (m_sneak_node_exists &&
|
|
nodemgr->get(map->getNode(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->getNode(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 = 0.0f;
|
|
v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
|
|
v2f player_p2df(position.X, position.Z);
|
|
f32 min_distance_f = 100000.0f * 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(
|
|
std::fabs(player_p2df.X - node_p2df.X),
|
|
std::fabs(player_p2df.Y - node_p2df.Y));
|
|
|
|
if (distance_f > min_distance_f ||
|
|
max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
|
|
continue;
|
|
|
|
// The node to be sneaked on has to be walkable
|
|
node = map->getNode(p, &is_valid_position);
|
|
if (!is_valid_position || !nodemgr->get(node).walkable)
|
|
continue;
|
|
// And the node above it has to be nonwalkable
|
|
node = map->getNode(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->getNode(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 < 100000.0f * BS * 0.9f);
|
|
|
|
m_sneak_node = new_sneak_node;
|
|
m_sneak_node_exists = sneak_node_found;
|
|
|
|
if (sneak_node_found) {
|
|
f32 cb_max = 0.0f;
|
|
MapNode n = map->getNode(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
|
|
*/
|
|
// Don't report if flying
|
|
if (collision_info && !(player_settings.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) {
|
|
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
|
|
// Set camera impact value to be used for view bobbing
|
|
camera_impact = getSpeed().Y * -1.0f;
|
|
}
|
|
|
|
/*
|
|
Update the node last under the player
|
|
*/
|
|
m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
|
|
m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
|
|
|
|
/*
|
|
Check properties of the node on which the player is standing
|
|
*/
|
|
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
|
|
|
|
// We can jump from a bouncy node we collided with this clientstep,
|
|
// even if we are not "touching" it at the end of clientstep.
|
|
int standing_node_bouncy = 0;
|
|
if (result.collides && m_speed.Y > 0.0f) {
|
|
// must use result.collisions here because sometimes collision_info
|
|
// is passed in prepopulated with a problematic floor.
|
|
for (const auto &colinfo : result.collisions) {
|
|
if (colinfo.axis == COLLISION_AXIS_Y) {
|
|
// we cannot rely on m_standing_node because "sneak stuff"
|
|
standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy");
|
|
if (standing_node_bouncy != 0)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine if jumping is possible
|
|
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
|
|
m_can_jump = (touching_ground || standing_node_bouncy != 0) && !m_disable_jump;
|
|
m_disable_descend = itemgroup_get(f.groups, "disable_descend");
|
|
|
|
// Jump/Sneak key pressed while bouncing from a bouncy block
|
|
float jumpspeed = movement_speed_jump * physics_override.jump;
|
|
if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) {
|
|
// controllable (>0) bouncy block
|
|
if (!control.jump) {
|
|
// sneak pressed, but not jump
|
|
// Subjective testing indicates 1/3 bounce decrease works well.
|
|
jumpspeed = -m_speed.Y / 3.0f;
|
|
} else {
|
|
// jump pressed
|
|
// Reduce boost when speed already is high
|
|
jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed));
|
|
}
|
|
m_speed.Y += jumpspeed;
|
|
setSpeed(m_speed);
|
|
m_can_jump = false;
|
|
} else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) {
|
|
// uncontrollable bouncy is limited to normal jump height.
|
|
m_can_jump = false;
|
|
}
|
|
|
|
// Autojump
|
|
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
|
|
}
|
|
|
|
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
|
|
{
|
|
// Slip on slippery nodes
|
|
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
|
|
Map *map = &env->getMap();
|
|
const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
|
|
int slippery = 0;
|
|
if (f.walkable)
|
|
slippery = itemgroup_get(f.groups, "slippery");
|
|
|
|
if (slippery >= 1) {
|
|
if (speedH == v3f(0.0f))
|
|
slippery *= 2;
|
|
|
|
return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
|
|
}
|
|
return 1.0f;
|
|
}
|
|
|
|
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
|
|
const collisionMoveResult &result, const v3f &initial_position,
|
|
const v3f &initial_speed, f32 pos_max_d)
|
|
{
|
|
PlayerSettings &player_settings = getPlayerSettings();
|
|
if (!player_settings.autojump)
|
|
return;
|
|
|
|
if (m_autojump)
|
|
return;
|
|
|
|
bool could_autojump =
|
|
m_can_jump && !control.jump && !control.sneak && control.isMoving();
|
|
|
|
if (!could_autojump)
|
|
return;
|
|
|
|
bool horizontal_collision = false;
|
|
for (const auto &colinfo : result.collisions) {
|
|
if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
|
|
horizontal_collision = true;
|
|
break; // one is enough
|
|
}
|
|
}
|
|
|
|
// must be running against something to trigger autojumping
|
|
if (!horizontal_collision)
|
|
return;
|
|
|
|
// check for nodes above
|
|
v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
|
|
v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
|
|
headpos_min.Y = headpos_max.Y; // top face of collision box
|
|
v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
|
|
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
|
|
const NodeDefManager *ndef = env->getGameDef()->ndef();
|
|
bool is_position_valid;
|
|
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
|
|
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
|
|
MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
|
|
|
|
if (!is_position_valid)
|
|
break; // won't collide with the void outside
|
|
if (n.getContent() == CONTENT_IGNORE)
|
|
return; // players collide with ignore blocks -> same as walkable
|
|
const ContentFeatures &f = ndef->get(n);
|
|
if (f.walkable)
|
|
return; // would bump head, don't jump
|
|
}
|
|
}
|
|
|
|
float jumpspeed = movement_speed_jump * physics_override.jump;
|
|
float peak_dtime = jumpspeed / gravity; // at the peak of the jump v = gt <=> t = v / g
|
|
float jump_height = (jumpspeed - 0.5f * gravity * peak_dtime) * peak_dtime; // s = vt - 1/2 gt^2
|
|
v3f jump_pos = initial_position + v3f(0.0f, jump_height, 0.0f);
|
|
v3f jump_speed = initial_speed;
|
|
|
|
// try at peak of jump, zero step height
|
|
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
|
|
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
|
|
|
|
// see if we can get a little bit farther horizontally if we had
|
|
// jumped
|
|
v3f run_delta = m_position - initial_position;
|
|
run_delta.Y = 0.0f;
|
|
v3f jump_delta = jump_pos - initial_position;
|
|
jump_delta.Y = 0.0f;
|
|
if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
|
|
m_autojump = true;
|
|
m_autojump_time = 0.1f;
|
|
}
|
|
}
|