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https://github.com/minetest/minetest.git
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14aa990cdd
Sneaking won't actually hover you in the air, releasing shift guarantees not falling down (same as in MC). Sneak-jump no longer goes higher than a normal jump (^ was required for this). Sneaking no longer avoids fall damage. You can sneak on partial nodes (slabs, sideways slabs) correctly. Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4). Can't jump when sneaking out as far as possible (breaks the sneak ladder).
696 lines
19 KiB
C++
696 lines
19 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "localplayer.h"
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#include "event.h"
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#include "collision.h"
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#include "nodedef.h"
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#include "settings.h"
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#include "environment.h"
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#include "map.h"
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#include "client.h"
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/*
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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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parent(0),
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hp(PLAYER_MAX_HP),
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got_teleported(false),
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isAttached(false),
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touching_ground(false),
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in_liquid(false),
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in_liquid_stable(false),
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liquid_viscosity(0),
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is_climbing(false),
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swimming_vertical(false),
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// Movement overrides are multipliers and must be 1 by default
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physics_override_speed(1.0f),
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physics_override_jump(1.0f),
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physics_override_gravity(1.0f),
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physics_override_sneak(true),
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physics_override_sneak_glitch(true),
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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last_pitch(0),
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last_yaw(0),
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last_keyPressed(0),
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last_camera_fov(0),
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last_wanted_range(0),
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camera_impact(0.f),
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last_animation(NO_ANIM),
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hotbar_image(""),
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hotbar_selected_image(""),
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light_color(255,255,255,255),
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hurt_tilt_timer(0.0f),
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hurt_tilt_strength(0.0f),
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m_position(0,0,0),
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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_top(0,0,0,0,0,0),
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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_can_jump(false),
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m_breath(PLAYER_MAX_BREATH),
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m_yaw(0),
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m_pitch(0),
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camera_barely_in_ceiling(false),
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m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
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m_cao(NULL),
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m_client(client)
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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eye_offset_first = v3f(0,0,0);
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eye_offset_third = v3f(0,0,0);
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_d=1/16*BS)
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{
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aabb3f b_max;
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b_max.reset(-BS, -BS, -BS);
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for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
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it != nodeboxes.end(); ++it) {
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aabb3f box = *it;
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if (box.MaxEdge.Y > b_max.MaxEdge.Y)
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b_max = box;
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else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
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b_max.addInternalBox(box);
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}
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return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
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}
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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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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_client->ndef();
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v3f position = getPosition();
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// Copy parent position if local player is attached
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if(isAttached)
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{
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setPosition(overridePosition);
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m_sneak_node_exists = false;
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return;
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}
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// Skip collision detection if noclip mode is used
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool noclip = m_client->checkLocalPrivilege("noclip") &&
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g_settings->getBool("noclip");
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bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
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if (free_move) {
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position += m_speed * dtime;
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setPosition(position);
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m_sneak_node_exists = false;
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return;
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}
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/*
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Collision detection
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*/
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bool is_valid_position;
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MapNode node;
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v3s16 pp;
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/*
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Check if player is in liquid (the oscillating value)
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*/
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// If in liquid, the threshold of coming out is at higher y
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if (in_liquid)
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{
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pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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}
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}
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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}
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}
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/*
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Check if player is in liquid (the stable value)
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*/
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pp = floatToInt(position + v3f(0,0,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
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} else {
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in_liquid_stable = false;
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}
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/*
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Check if player is climbing
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*/
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pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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bool is_valid_position2;
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MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
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if (!(is_valid_position && is_valid_position2)) {
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is_climbing = false;
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} else {
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is_climbing = (nodemgr->get(node.getContent()).climbable
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|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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sanity_check(d > pos_max_d);
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// Max. distance (X, Z) over border for sneaking determined by collision box
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// * 0.49 to keep the center just barely on the node
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v3f sneak_max = m_collisionbox.getExtent() * 0.49;
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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physics_override_sneak && !got_teleported) {
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v3f sn_f = intToFloat(m_sneak_node, BS);
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const v3f bmin = m_sneak_node_bb_top.MinEdge;
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const v3f bmax = m_sneak_node_bb_top.MaxEdge;
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position.X = rangelim(position.X,
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sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X);
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position.Z = rangelim(position.Z,
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sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
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// Because we keep the player collision box on the node,
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// limiting position.Y is not necessary
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}
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if (got_teleported)
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got_teleported = false;
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// TODO: this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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#ifdef __ANDROID__
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player_stepheight += (0.6 * BS);
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#endif
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v3f accel_f = v3f(0,0,0);
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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bool touching_ground_was = touching_ground;
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touching_ground = result.touching_ground;
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//bool standing_on_unloaded = result.standing_on_unloaded;
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// We want the top of the sneak node to be below the players feet
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f32 position_y_mod;
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if (m_sneak_node_exists)
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position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
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else
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position_y_mod = (1.0 - 0.05) * BS;
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v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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/*
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Check the nodes under the player to see from which node the
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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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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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} 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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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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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
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v3f pf = intToFloat(p, BS);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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if (distance_f > min_distance_f ||
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fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
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fabs(player_p2df.Y-node_p2df.Y) > (.5+.1)*BS + sneak_max.Z)
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continue;
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// The node to be sneaked on has to be walkable
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node = map->getNodeNoEx(p, &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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if (!physics_override_sneak_glitch) {
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node = map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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}
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min_distance_f = distance_f;
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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);
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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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// Update saved top bounding box of sneak node
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if (sneak_node_found) {
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MapNode n = map->getNodeNoEx(m_sneak_node);
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std::vector<aabb3f> nodeboxes;
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n.getCollisionBoxes(nodemgr, &nodeboxes);
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m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
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}
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}
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/*
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Set new position
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*/
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setPosition(position);
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/*
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Report collisions
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*/
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// Dont report if flying
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if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
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for(size_t i=0; i<result.collisions.size(); i++) {
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const CollisionInfo &info = result.collisions[i];
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collision_info->push_back(info);
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}
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}
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if(!result.standing_on_object && !touching_ground_was && touching_ground) {
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_client->event()->put(e);
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// Set camera impact value to be used for view bobbing
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camera_impact = getSpeed().Y * -1;
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNodeNoEx(camera_np);
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if(n.getContent() != CONTENT_IGNORE){
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if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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camera_barely_in_ceiling = true;
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}
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}
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}
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/*
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Update the node last under the player
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*/
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m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
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m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
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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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// 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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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5 * BS) {
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float jumpspeed = movement_speed_jump * physics_override_jump;
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if (m_speed.Y > 1) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
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} else {
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m_speed.Y += jumpspeed;
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}
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setSpeed(m_speed);
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m_can_jump = false;
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}
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}
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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{
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime)
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{
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// Clear stuff
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swimming_vertical = false;
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setPitch(control.pitch);
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if(isAttached)
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{
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setSpeed(v3f(0,0,0));
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return;
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}
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool fast_allowed = m_client->checkLocalPrivilege("fast");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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bool fast_move = fast_allowed && g_settings->getBool("fast_move");
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// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
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bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
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bool continuous_forward = g_settings->getBool("continuous_forward");
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bool always_fly_fast = g_settings->getBool("always_fly_fast");
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// Whether superspeed mode is used or not
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bool superspeed = false;
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if (always_fly_fast && free_move && fast_move)
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superspeed = true;
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// Old descend control
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if(g_settings->getBool("aux1_descends"))
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{
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// If free movement and fast movement, always move fast
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if(free_move && fast_move)
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superspeed = true;
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// Auxiliary button 1 (E)
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if(control.aux1)
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{
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if(free_move)
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{
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// In free movement mode, aux1 descends
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if(fast_move)
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speedV.Y = -movement_speed_fast;
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else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
else
|
|
{
|
|
// If not free movement but fast is allowed, aux1 is
|
|
// "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
}
|
|
// New minecraft-like descend control
|
|
else
|
|
{
|
|
// Auxiliary button 1 (E)
|
|
if(control.aux1)
|
|
{
|
|
if(!is_climbing)
|
|
{
|
|
// aux1 is "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
|
|
if(control.sneak)
|
|
{
|
|
if(free_move)
|
|
{
|
|
// In free movement mode, sneak descends
|
|
if (fast_move && (control.aux1 || always_fly_fast))
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (continuous_forward)
|
|
speedH += move_direction;
|
|
|
|
if (control.up) {
|
|
if (continuous_forward) {
|
|
if (fast_move)
|
|
superspeed = true;
|
|
} else {
|
|
speedH += move_direction;
|
|
}
|
|
}
|
|
if (control.down) {
|
|
speedH -= move_direction;
|
|
}
|
|
if (!control.up && !control.down) {
|
|
speedH -= move_direction *
|
|
(control.forw_move_joystick_axis / 32767.f);
|
|
}
|
|
if (control.left) {
|
|
speedH += move_direction.crossProduct(v3f(0,1,0));
|
|
}
|
|
if (control.right) {
|
|
speedH += move_direction.crossProduct(v3f(0,-1,0));
|
|
}
|
|
if (!control.left && !control.right) {
|
|
speedH -= move_direction.crossProduct(v3f(0,1,0)) *
|
|
(control.sidew_move_joystick_axis / 32767.f);
|
|
}
|
|
if(control.jump)
|
|
{
|
|
if (free_move) {
|
|
if (g_settings->getBool("aux1_descends") || always_fly_fast) {
|
|
if (fast_move)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
} else {
|
|
if(fast_move && control.aux1)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
}
|
|
}
|
|
else if(m_can_jump)
|
|
{
|
|
/*
|
|
NOTE: The d value in move() affects jump height by
|
|
raising the height at which the jump speed is kept
|
|
at its starting value
|
|
*/
|
|
v3f speedJ = getSpeed();
|
|
if(speedJ.Y >= -0.5 * BS)
|
|
{
|
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
|
setSpeed(speedJ);
|
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
|
m_client->event()->put(e);
|
|
}
|
|
}
|
|
else if(in_liquid)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_climb;
|
|
}
|
|
}
|
|
|
|
// The speed of the player (Y is ignored)
|
|
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
speedH = speedH.normalize() * movement_speed_fast;
|
|
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
|
speedH = speedH.normalize() * movement_speed_crouch;
|
|
else
|
|
speedH = speedH.normalize() * movement_speed_walk;
|
|
|
|
// Acceleration increase
|
|
f32 incH = 0; // Horizontal (X, Z)
|
|
f32 incV = 0; // Vertical (Y)
|
|
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
|
|
{
|
|
// Jumping and falling
|
|
if(superspeed || (fast_move && control.aux1))
|
|
incH = movement_acceleration_fast * BS * dtime;
|
|
else
|
|
incH = movement_acceleration_air * BS * dtime;
|
|
incV = 0; // No vertical acceleration in air
|
|
}
|
|
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
incH = incV = movement_acceleration_fast * BS * dtime;
|
|
else
|
|
incH = incV = movement_acceleration_default * BS * dtime;
|
|
|
|
// Accelerate to target speed with maximum increment
|
|
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
|
|
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
{
|
|
if(m_sneak_node_exists)
|
|
return m_sneak_node;
|
|
return floatToInt(getPosition() - v3f(0, BS, 0), BS);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getFootstepNodePos()
|
|
{
|
|
if (touching_ground)
|
|
// BS * 0.05 below the player's feet ensures a 1/16th height
|
|
// nodebox is detected instead of the node below it.
|
|
return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
|
|
// A larger distance below is necessary for a footstep sound
|
|
// when landing after a jump or fall. BS * 0.5 ensures water
|
|
// sounds when swimming in 1 node deep water.
|
|
return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getLightPosition() const
|
|
{
|
|
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
|
|
}
|
|
|
|
v3f LocalPlayer::getEyeOffset() const
|
|
{
|
|
float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
|
|
return v3f(0, BS * eye_height, 0);
|
|
}
|
|
|
|
// Horizontal acceleration (X and Z), Y direction is ignored
|
|
void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
|
|
{
|
|
if (max_increase == 0)
|
|
return;
|
|
|
|
v3f d_wanted = target_speed - m_speed;
|
|
d_wanted.Y = 0;
|
|
f32 dl = d_wanted.getLength();
|
|
if (dl > max_increase)
|
|
dl = max_increase;
|
|
|
|
v3f d = d_wanted.normalize() * dl;
|
|
|
|
m_speed.X += d.X;
|
|
m_speed.Z += d.Z;
|
|
}
|
|
|
|
// Vertical acceleration (Y), X and Z directions are ignored
|
|
void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
|
|
{
|
|
if (max_increase == 0)
|
|
return;
|
|
|
|
f32 d_wanted = target_speed.Y - m_speed.Y;
|
|
if (d_wanted > max_increase)
|
|
d_wanted = max_increase;
|
|
else if (d_wanted < -max_increase)
|
|
d_wanted = -max_increase;
|
|
|
|
m_speed.Y += d_wanted;
|
|
}
|
|
|