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c4b5561b3f
commit
7238df4c59
@ -48,9 +48,10 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
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light_color(255,255,255,255),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false),
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m_need_to_get_new_sneak_node(true),
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m_sneak_node_bb_ymax(0),
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_need_to_get_new_sneak_node(true),
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m_can_jump(false),
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m_cao(NULL)
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{
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@ -179,25 +180,26 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists &&
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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physics_override_sneak)
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{
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f32 maxd = 0.5*BS + sneak_max;
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physics_override_sneak) {
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f32 maxd = 0.5 * BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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if(!is_climbing)
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{
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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}
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if (!is_climbing) {
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// Move up if necessary
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f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
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if (position.Y < new_y)
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position.Y = new_y;
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/*
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Collision seems broken, since player is sinking when
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sneaking over the edges of current sneaking_node.
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TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
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*/
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if (m_speed.Y < 0)
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m_speed.Y = 0;
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}
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}
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@ -230,27 +232,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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player is sneaking from, if any. If the node from under
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the player has been removed, the player falls.
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*/
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v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS);
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if(m_sneak_node_exists &&
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air")
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{
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f32 position_y_mod = 0.05 * BS;
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if (m_sneak_node_bb_ymax > 0)
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position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
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v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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if (m_sneak_node_exists &&
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air") {
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// Old node appears to have been removed; that is,
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// it wasn't air before but now it is
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m_need_to_get_new_sneak_node = false;
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m_sneak_node_exists = false;
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}
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else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
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{
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} else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
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// We are on something, so make sure to recalculate the sneak
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// node.
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m_need_to_get_new_sneak_node = true;
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}
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if(m_need_to_get_new_sneak_node && physics_override_sneak)
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,0), BS);
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if (m_need_to_get_new_sneak_node && physics_override_sneak) {
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m_sneak_node_bb_ymax = 0;
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v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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f32 min_distance_f = 100000.0 * BS;
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// If already seeking from some node, compare to it.
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/*if(m_sneak_node_exists)
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{
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@ -298,11 +301,24 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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new_sneak_node = p;
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}
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = sneak_node_found;
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if (sneak_node_found) {
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f32 cb_max = 0;
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MapNode n = map->getNodeNoEx(m_sneak_node);
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std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(nodemgr);
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for (std::vector<aabb3f>::iterator it = nodeboxes.begin();
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it != nodeboxes.end(); ++it) {
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aabb3f box = *it;
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if (box.MaxEdge.Y > cb_max)
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cb_max = box.MaxEdge.Y;
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}
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m_sneak_node_bb_ymax = cb_max;
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}
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/*
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If sneaking, the player's collision box can be in air, so
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this has to be set explicitly
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@ -85,12 +85,15 @@ private:
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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// Whether recalculation of the sneak node is needed
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bool m_need_to_get_new_sneak_node;
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// Stores the max player uplift by m_sneak_node and is updated
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// when m_need_to_get_new_sneak_node == true
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f32 m_sneak_node_bb_ymax;
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below;
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std::string m_old_node_below_type;
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// Whether recalculation of the sneak node is needed
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bool m_need_to_get_new_sneak_node;
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bool m_can_jump;
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GenericCAO* m_cao;
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