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Add disable_jump to liquids and ladders (#7688)
Remove second nodedef check by improving the colliding node detection Also remove the 2nd check in old_move, correct standing node a bit
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@ -170,8 +170,8 @@ 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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// Node at feet position, update each ClientEnvironment::step()
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m_standing_node = floatToInt(m_position, BS);
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}
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// Temporary option for old move code
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@ -309,7 +309,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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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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colinfo.axis != COLLISION_AXIS_Y ||
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(could_sneak && m_sneak_node_exists))
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continue;
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@ -320,6 +320,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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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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is_first = false;
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}
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}
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}
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@ -435,11 +436,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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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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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing)
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|| sneak_can_jump) && !m_disable_jump;
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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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@ -636,18 +637,14 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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setSpeed(speedJ);
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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
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}
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}
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else if(in_liquid)
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{
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if(fast_climb)
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} else if (in_liquid && !m_disable_jump) {
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if (fast_climb)
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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if(fast_climb)
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} else if (is_climbing && !m_disable_jump) {
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if (fast_climb)
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_climb;
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@ -908,6 +905,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f);
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// Positition was slightly changed; update standing node pos
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if (touching_ground)
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m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
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else
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m_standing_node = floatToInt(m_position, BS);
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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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@ -1048,11 +1051,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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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(getStandingNodePos()));
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
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getStandingNodePos()));
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// Determine if jumping is possible
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m_can_jump = touching_ground && !in_liquid;
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if (itemgroup_get(f.groups, "disable_jump"))
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m_can_jump = false;
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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_can_jump = touching_ground && !m_disable_jump;
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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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@ -183,6 +183,7 @@ private:
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// ***** End of variables for temporary option *****
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bool m_can_jump = false;
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bool m_disable_jump = false;
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u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
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f32 m_yaw = 0.0f;
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f32 m_pitch = 0.0f;
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@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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// The time after which the collision occurs is stored in dtime.
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int axisAlignedCollision(
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CollisionAxis axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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const v3f &speed, f32 d, f32 *dtime)
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{
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@ -86,11 +86,11 @@ int axisAlignedCollision(
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 0;
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return COLLISION_AXIS_X;
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}
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else if(relbox.MinEdge.X > xsize)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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else if(speed.X < 0) // Check for collision with X+ plane
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@ -101,11 +101,11 @@ int axisAlignedCollision(
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 0;
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return COLLISION_AXIS_X;
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}
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else if(relbox.MaxEdge.X < 0)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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@ -119,11 +119,11 @@ int axisAlignedCollision(
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 1;
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return COLLISION_AXIS_Y;
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}
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else if(relbox.MinEdge.Y > ysize)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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else if(speed.Y < 0) // Check for collision with Y+ plane
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@ -134,11 +134,11 @@ int axisAlignedCollision(
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 1;
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return COLLISION_AXIS_Y;
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}
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else if(relbox.MaxEdge.Y < 0)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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@ -152,11 +152,11 @@ int axisAlignedCollision(
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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return 2;
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return COLLISION_AXIS_Z;
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}
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//else if(relbox.MinEdge.Z > zsize)
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//{
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// return -1;
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// return COLLISION_AXIS_NONE;
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//}
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}
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else if(speed.Z < 0) // Check for collision with Z+ plane
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@ -167,15 +167,15 @@ int axisAlignedCollision(
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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return 2;
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return COLLISION_AXIS_Z;
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}
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//else if(relbox.MaxEdge.Z < 0)
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//{
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// return -1;
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// return COLLISION_AXIS_NONE;
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//}
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}
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return -1;
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return COLLISION_AXIS_NONE;
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}
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// Helper function:
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@ -442,7 +442,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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movingbox.MinEdge += *pos_f;
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movingbox.MaxEdge += *pos_f;
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int nearest_collided = -1;
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CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
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f32 nearest_dtime = dtime;
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int nearest_boxindex = -1;
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@ -457,7 +457,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp;
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int collided = axisAlignedCollision(box_info.box,
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CollisionAxis collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, d, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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@ -468,7 +468,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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nearest_boxindex = boxindex;
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}
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if (nearest_collided == -1) {
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if (nearest_collided == COLLISION_AXIS_NONE) {
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// No collision with any collision box.
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*pos_f += *speed_f * dtime;
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dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
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@ -477,7 +477,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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// Check for stairs.
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bool step_up = (nearest_collided != 1) && // must not be Y direction
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bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
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(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cinfo, movingbox,
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@ -491,11 +491,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (nearest_dtime < 0) {
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// Handle negative nearest_dtime (can be caused by the d allowance)
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if (!step_up) {
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if (nearest_collided == 0)
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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += speed_f->X * nearest_dtime;
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if (nearest_collided == 1)
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += speed_f->Y * nearest_dtime;
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if (nearest_collided == 2)
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if (nearest_collided == COLLISION_AXIS_Z)
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pos_f->Z += speed_f->Z * nearest_dtime;
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}
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} else {
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@ -522,19 +522,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Special case: Handle stairs
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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == 0) { // X
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} else if (nearest_collided == COLLISION_AXIS_X) {
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if (fabs(speed_f->X) > BS * 3)
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speed_f->X *= bounce;
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else
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speed_f->X = 0;
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result.collides = true;
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} else if (nearest_collided == 1) { // Y
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} else if (nearest_collided == COLLISION_AXIS_Y) {
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if(fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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else
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speed_f->Y = 0;
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result.collides = true;
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} else if (nearest_collided == 2) { // Z
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} else if (nearest_collided == COLLISION_AXIS_Z) {
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if (fabs(speed_f->Z) > BS * 3)
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speed_f->Z *= bounce;
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else
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@ -547,6 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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is_collision = false;
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if (is_collision) {
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info.axis = nearest_collided;
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result.collisions.push_back(info);
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}
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}
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@ -33,11 +33,20 @@ enum CollisionType
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COLLISION_OBJECT,
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};
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enum CollisionAxis
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{
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COLLISION_AXIS_NONE = -1,
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COLLISION_AXIS_X,
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COLLISION_AXIS_Y,
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COLLISION_AXIS_Z,
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};
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struct CollisionInfo
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{
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CollisionInfo() = default;
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CollisionType type = COLLISION_NODE;
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CollisionAxis axis = COLLISION_AXIS_NONE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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v3f old_speed;
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v3f new_speed;
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@ -66,7 +75,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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// dtime receives time until first collision, invalid if -1 is returned
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int axisAlignedCollision(
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CollisionAxis axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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const v3f &speed, f32 d, f32 *dtime);
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