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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "localplayer.h"
- #include <cmath>
- #include "event.h"
- #include "collision.h"
- #include "nodedef.h"
- #include "settings.h"
- #include "environment.h"
- #include "map.h"
- #include "client.h"
- #include "content_cao.h"
- /*
- LocalPlayer
- */
- LocalPlayer::LocalPlayer(Client *client, const char *name):
- Player(name, client->idef()),
- m_client(client)
- {
- }
- static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
- {
- if (nodeboxes.empty())
- return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
- aabb3f b_max;
- std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
- b_max = aabb3f(it->MinEdge, it->MaxEdge);
- ++it;
- for (; it != nodeboxes.end(); ++it)
- b_max.addInternalBox(*it);
- return b_max;
- }
- bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
- const v3f &sneak_max)
- {
- static const v3s16 dir9_center[9] = {
- v3s16( 0, 0, 0),
- v3s16( 1, 0, 0),
- v3s16(-1, 0, 0),
- v3s16( 0, 0, 1),
- v3s16( 0, 0, -1),
- v3s16( 1, 0, 1),
- v3s16(-1, 0, 1),
- v3s16( 1, 0, -1),
- v3s16(-1, 0, -1)
- };
- const NodeDefManager *nodemgr = m_client->ndef();
- MapNode node;
- bool is_valid_position;
- bool new_sneak_node_exists = m_sneak_node_exists;
- // We want the top of the sneak node to be below the players feet
- f32 position_y_mod = 0.05f * BS;
- if (m_sneak_node_exists)
- position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
- // Get position of current standing node
- const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
- if (current_node != m_sneak_node) {
- new_sneak_node_exists = false;
- } else {
- node = map->getNode(current_node, &is_valid_position);
- if (!is_valid_position || !nodemgr->get(node).walkable)
- new_sneak_node_exists = false;
- }
- // Keep old sneak node
- if (new_sneak_node_exists)
- return true;
- // Get new sneak node
- m_sneak_ladder_detected = false;
- f32 min_distance_f = 100000.0f * BS;
- for (const auto &d : dir9_center) {
- const v3s16 p = current_node + d;
- const v3f pf = intToFloat(p, BS);
- const v2f diff(position.X - pf.X, position.Z - pf.Z);
- f32 distance_f = diff.getLength();
- if (distance_f > min_distance_f ||
- fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
- fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
- 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(s) above have to be nonwalkable
- bool ok = true;
- if (!physics_override_sneak_glitch) {
- u16 height =
- ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
- for (u16 y = 1; y <= height; y++) {
- node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
- if (!is_valid_position || nodemgr->get(node).walkable) {
- ok = false;
- break;
- }
- }
- } else {
- // legacy behaviour: check just one node
- node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
- ok = is_valid_position && !nodemgr->get(node).walkable;
- }
- if (!ok)
- continue;
- min_distance_f = distance_f;
- m_sneak_node = p;
- new_sneak_node_exists = true;
- }
- if (!new_sneak_node_exists)
- return false;
- // Update saved top bounding box of sneak node
- node = map->getNode(m_sneak_node);
- std::vector<aabb3f> nodeboxes;
- node.getCollisionBoxes(nodemgr, &nodeboxes);
- m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
- if (physics_override_sneak_glitch) {
- // Detect sneak ladder:
- // Node two meters above sneak node must be solid
- node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
- &is_valid_position);
- if (is_valid_position && nodemgr->get(node).walkable) {
- // Node three meters above: must be non-solid
- node = map->getNode(m_sneak_node + v3s16(0, 3, 0),
- &is_valid_position);
- m_sneak_ladder_detected = is_valid_position &&
- !nodemgr->get(node).walkable;
- }
- }
- return true;
- }
- void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
- std::vector<CollisionInfo> *collision_info)
- {
- // Node at feet position, update each ClientEnvironment::step()
- if (!collision_info || collision_info->empty())
- m_standing_node = floatToInt(m_position, BS);
- // Temporary option for old move code
- if (!physics_override_new_move) {
- old_move(dtime, env, pos_max_d, collision_info);
- return;
- }
- 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());
- added_velocity = v3f(0.0f); // ignored
- 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 = player_settings.free_move && fly_allowed;
- if (noclip && free_move) {
- position += m_speed * dtime;
- setPosition(position);
- touching_ground = false;
- added_velocity = v3f(0.0f); // ignored
- return;
- }
- m_speed += added_velocity;
- added_velocity = v3f(0.0f);
- /*
- Collision detection
- */
- bool is_valid_position;
- MapNode node;
- v3s16 pp;
- /*
- Check if player is in liquid (the oscillating value)
- */
- // If in liquid, the threshold of coming out is at higher y
- if (in_liquid)
- {
- pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
- node = map->getNode(pp, &is_valid_position);
- if (is_valid_position) {
- in_liquid = nodemgr->get(node.getContent()).isLiquid();
- liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
- } else {
- in_liquid = false;
- }
- } else {
- // If not in liquid, the threshold of going in is at lower y
- pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
- node = map->getNode(pp, &is_valid_position);
- if (is_valid_position) {
- in_liquid = nodemgr->get(node.getContent()).isLiquid();
- liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
- } else {
- in_liquid = false;
- }
- }
- /*
- Check if player is in liquid (the stable value)
- */
- pp = floatToInt(position + v3f(0.0f), BS);
- node = map->getNode(pp, &is_valid_position);
- if (is_valid_position) {
- in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
- } else {
- in_liquid_stable = false;
- }
- /*
- Check if player is climbing
- */
- pp = floatToInt(position + v3f(0.0f, 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);
- // Player object property step height is multiplied by BS in
- // /src/script/common/c_content.cpp and /src/content_sao.cpp
- float player_stepheight = (m_cao == nullptr) ? 0.0f :
- (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
- 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);
- bool could_sneak = control.sneak && !free_move && !in_liquid &&
- !is_climbing && physics_override_sneak;
- // Add new collisions to the vector
- if (collision_info && !free_move) {
- v3f diff = intToFloat(m_standing_node, BS) - position;
- f32 distance = diff.getLength();
- // Force update each ClientEnvironment::step()
- bool is_first = collision_info->empty();
- for (const auto &colinfo : result.collisions) {
- collision_info->push_back(colinfo);
- if (colinfo.type != COLLISION_NODE ||
- colinfo.axis != COLLISION_AXIS_Y ||
- (could_sneak && m_sneak_node_exists))
- continue;
- diff = intToFloat(colinfo.node_p, BS) - position;
- // Find nearest colliding node
- f32 len = diff.getLength();
- if (is_first || len < distance) {
- m_standing_node = colinfo.node_p;
- distance = len;
- is_first = false;
- }
- }
- }
- /*
- If the player's feet touch the topside of any node, this is
- set to true.
- Player is allowed to jump when this is true.
- */
- bool touching_ground_was = touching_ground;
- touching_ground = result.touching_ground;
- bool sneak_can_jump = false;
- // Max. distance (X, Z) over border for sneaking determined by collision box
- // * 0.49 to keep the center just barely on the node
- v3f sneak_max = m_collisionbox.getExtent() * 0.49;
- if (m_sneak_ladder_detected) {
- // restore legacy behaviour (this makes the m_speed.Y hack necessary)
- sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
- }
- /*
- If sneaking, keep on top of last walked node and don't fall off
- */
- if (could_sneak && m_sneak_node_exists) {
- const v3f sn_f = intToFloat(m_sneak_node, BS);
- const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
- const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
- const v3f old_pos = position;
- const v3f old_speed = m_speed;
- f32 y_diff = bmax.Y - position.Y;
- m_standing_node = m_sneak_node;
- // (BS * 0.6f) is the basic stepheight while standing on ground
- if (y_diff < BS * 0.6f) {
- // Only center player when they're on the node
- position.X = rangelim(position.X,
- bmin.X - sneak_max.X, bmax.X + sneak_max.X);
- position.Z = rangelim(position.Z,
- bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
- if (position.X != old_pos.X)
- m_speed.X = 0.0f;
- if (position.Z != old_pos.Z)
- m_speed.Z = 0.0f;
- }
- if (y_diff > 0 && m_speed.Y <= 0.0f &&
- (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
- // Move player to the maximal height when falling or when
- // the ledge is climbed on the next step.
- // Smoothen the movement (based on 'position.Y = bmax.Y')
- position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
- position.Y = std::min(position.Y, bmax.Y);
- m_speed.Y = 0.0f;
- }
- // Allow jumping on node edges while sneaking
- if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
- sneak_can_jump = true;
- if (collision_info &&
- m_speed.Y - old_speed.Y > BS) {
- // Collide with sneak node, report fall damage
- CollisionInfo sn_info;
- sn_info.node_p = m_sneak_node;
- sn_info.old_speed = old_speed;
- sn_info.new_speed = m_speed;
- collision_info->push_back(sn_info);
- }
- }
- /*
- Find the next sneak node if necessary
- */
- bool new_sneak_node_exists = false;
- if (could_sneak)
- new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
- /*
- Set new position but keep sneak node set
- */
- setPosition(position);
- m_sneak_node_exists = new_sneak_node_exists;
- /*
- Report collisions
- */
- 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;
- }
- {
- camera_barely_in_ceiling = false;
- v3s16 camera_np = floatToInt(getEyePosition(), BS);
- MapNode n = map->getNode(camera_np);
- if (n.getContent() != CONTENT_IGNORE) {
- if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
- camera_barely_in_ceiling = true;
- }
- }
- /*
- Check properties of the node on which the player is standing
- */
- const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
- const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
- // Determine if jumping is possible
- m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
- itemgroup_get(f1.groups, "disable_jump");
- m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
- // Jump key pressed while jumping off from a bouncy block
- if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5f * BS) {
- float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1.0f) {
- // Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
- } else {
- m_speed.Y += jumpspeed;
- }
- setSpeed(m_speed);
- m_can_jump = false;
- }
- // 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) {
- 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;
- }
- }
- } 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) {
- 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 (control.up)
- speedH += v3f(0.0f, 0.0f, 1.0f);
- if (control.down)
- speedH -= v3f(0.0f, 0.0f, 1.0f);
- if (!control.up && !control.down)
- speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
- if (control.left)
- speedH += v3f(-1.0f, 0.0f, 0.0f);
- if (control.right)
- speedH += v3f(1.0f, 0.0f, 0.0f);
- if (!control.left && !control.right)
- speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
- 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 (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) {
- if (fast_climb)
- speedV.Y = movement_speed_fast;
- else
- speedV.Y = movement_speed_walk;
- swimming_vertical = true;
- } else if (is_climbing && !m_disable_jump) {
- 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 = 0.0f; // 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 * 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 * 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()
- {
- // Emit swimming sound if the player is in liquid
- if (in_liquid_stable)
- return floatToInt(getPosition(), 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(getPosition() - 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(getPosition() - 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
- {
- float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
- return v3f(0.0f, BS * 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;
- 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;
- added_velocity = v3f(0.0f);
- return;
- }
- m_speed += added_velocity;
- added_velocity = v3f(0.0f);
- /*
- 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) {
- in_liquid = nodemgr->get(node.getContent()).isLiquid();
- liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
- } else {
- in_liquid = false;
- }
- } else {
- // If not in liquid, the threshold of going in is at lower y
- pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
- node = map->getNode(pp, &is_valid_position);
- if (is_valid_position) {
- in_liquid = nodemgr->get(node.getContent()).isLiquid();
- liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
- } else {
- in_liquid = false;
- }
- }
- /*
- Check if player is in liquid (the stable value)
- */
- pp = floatToInt(position + v3f(0.0f), BS);
- node = map->getNode(pp, &is_valid_position);
- if (is_valid_position)
- in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
- else
- in_liquid_stable = false;
- /*
- Check if player is climbing
- */
- pp = floatToInt(position + v3f(0.0f, 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);
- // Positition 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, 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;
- }
- {
- camera_barely_in_ceiling = false;
- v3s16 camera_np = floatToInt(getEyePosition(), BS);
- MapNode n = map->getNode(camera_np);
- if (n.getContent() != CONTENT_IGNORE) {
- if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
- camera_barely_in_ceiling = true;
- }
- }
- /*
- Update the node last under the player
- */
- m_old_node_below = floatToInt(position - v3f(0.0f, 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()));
- // Determine if jumping is possible
- m_disable_jump = itemgroup_get(f.groups, "disable_jump");
- m_can_jump = touching_ground && !m_disable_jump;
- // Jump key pressed while jumping off from a bouncy block
- if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5f * BS) {
- float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1.0f) {
- // Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
- } else {
- m_speed.Y += jumpspeed;
- }
- setSpeed(m_speed);
- 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 control_forward = control.up ||
- (!control.up && !control.down &&
- control.forw_move_joystick_axis < -0.05f);
- bool could_autojump =
- m_can_jump && !control.jump && !control.sneak && control_forward;
- 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 jump_height = 1.1f; // TODO: better than a magic number
- v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 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;
- }
- }
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