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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 "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, 0, 0, 0, 0, 0);
- 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)
- };
- INodeDefManager *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 = 0.05 * 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, position_y_mod, 0), BS);
- if (current_node != m_sneak_node) {
- new_sneak_node_exists = false;
- } else {
- node = map->getNodeNoEx(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 = 100000.0 * 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) > (.5 + .1) * BS + sneak_max.X ||
- fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
- continue;
- // The node to be sneaked on has to be walkable
- node = map->getNodeNoEx(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->getNodeNoEx(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->getNodeNoEx(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->getNodeNoEx(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->getNodeNoEx(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->getNodeNoEx(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)
- {
- if (!collision_info || collision_info->empty()) {
- // Node below the feet, update each ClientEnvironment::step()
- m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
- }
- // 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();
- INodeDefManager *nodemgr = m_client->ndef();
- v3f position = getPosition();
- // Copy parent position if local player is attached
- if (isAttached) {
- setPosition(overridePosition);
- return;
- }
- // Skip collision detection if noclip mode is used
- bool fly_allowed = m_client->checkLocalPrivilege("fly");
- bool noclip = m_client->checkLocalPrivilege("noclip") &&
- g_settings->getBool("noclip");
- bool free_move = g_settings->getBool("free_move") && fly_allowed;
- if (noclip && free_move) {
- position += m_speed * dtime;
- setPosition(position);
- return;
- }
- /*
- 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,BS*0.1,0), BS);
- node = map->getNodeNoEx(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;
- }
- }
- // If not in liquid, the threshold of going in is at lower y
- else
- {
- pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
- node = map->getNodeNoEx(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(0,0,0), BS);
- node = map->getNodeNoEx(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(0,0.5*BS,0), BS);
- v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
- node = map->getNodeNoEx(pp, &is_valid_position);
- bool is_valid_position2;
- MapNode node2 = map->getNodeNoEx(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 = 0.15*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));
- // TODO this is a problematic hack.
- // Use a better implementation for autojump, or apply a custom stepheight
- // to all players, as this currently creates unintended special movement
- // abilities and advantages for Android players on a server.
- #ifdef __ANDROID__
- if (touching_ground)
- player_stepheight += (0.6f * BS);
- #endif
- v3f accel_f = v3f(0,0,0);
- 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.new_speed.Y != 0 ||
- (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;
- }
- }
- }
- /*
- 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(0.4 * BS, 0, 0.4 * 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;
- if (position.Z != old_pos.Z)
- m_speed.Z = 0;
- }
- if (y_diff > 0 && m_speed.Y < 0 &&
- (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.
- position.Y = bmax.Y;
- m_speed.Y = 0;
- }
- // Allow jumping on node edges while sneaking
- if (m_speed.Y == 0 || 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) {
- MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
- m_client->event()->put(e);
- // 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->getNodeNoEx(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->getNodeNoEx(m_standing_node));
- // Determine if jumping is possible
- m_can_jump = (touching_ground && !in_liquid && !is_climbing)
- || sneak_can_jump;
- if (itemgroup_get(f.groups, "disable_jump"))
- m_can_jump = false;
- // Jump key pressed while jumping off from a bouncy block
- if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5 * BS) {
- float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1) {
- // Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
- } else {
- m_speed.Y += jumpspeed;
- }
- setSpeed(m_speed);
- m_can_jump = false;
- }
- }
- 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;
- setPitch(control.pitch);
- setYaw(control.yaw);
- // Nullify speed and don't run positioning code if the player is attached
- if(isAttached)
- {
- setSpeed(v3f(0,0,0));
- return;
- }
- v3f move_direction = v3f(0,0,1);
- move_direction.rotateXZBy(getYaw());
- v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
- v3f speedV = v3f(0,0,0); // Vertical (Y)
- bool fly_allowed = m_client->checkLocalPrivilege("fly");
- bool fast_allowed = m_client->checkLocalPrivilege("fast");
- bool free_move = fly_allowed && g_settings->getBool("free_move");
- bool fast_move = fast_allowed && g_settings->getBool("fast_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 && !g_settings->getBool("aux1_descends");
- bool continuous_forward = g_settings->getBool("continuous_forward");
- bool always_fly_fast = g_settings->getBool("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(g_settings->getBool("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;
- }
- }
- }
- // 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;
- float slip_factor = getSlipFactor(env, speedH);
- // Accelerate to target speed with maximum increment
- accelerateHorizontal(speedH * physics_override_speed,
- incH * physics_override_speed * slip_factor);
- accelerateVertical(speedV * physics_override_speed,
- incV * physics_override_speed);
- }
- v3s16 LocalPlayer::getStandingNodePos()
- {
- if(m_sneak_node_exists)
- return m_sneak_node;
- return m_standing_node;
- }
- v3s16 LocalPlayer::getFootstepNodePos()
- {
- if (in_liquid_stable)
- // Emit swimming sound if the player is in liquid
- return floatToInt(getPosition(), BS);
- 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 = 0.0f;
- 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;
- }
- // 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();
- INodeDefManager *nodemgr = m_client->ndef();
- v3f position = getPosition();
- // Copy parent position if local player is attached
- if (isAttached) {
- setPosition(overridePosition);
- m_sneak_node_exists = false;
- return;
- }
- // Skip collision detection if noclip mode is used
- bool fly_allowed = m_client->checkLocalPrivilege("fly");
- bool noclip = m_client->checkLocalPrivilege("noclip") &&
- g_settings->getBool("noclip");
- bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
- if (free_move) {
- position += m_speed * dtime;
- setPosition(position);
- m_sneak_node_exists = false;
- return;
- }
- /*
- 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, BS * 0.1, 0), BS);
- node = map->getNodeNoEx(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, BS * 0.5, 0), BS);
- node = map->getNodeNoEx(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, 0, 0), BS);
- node = map->getNodeNoEx(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, 0.5 * BS, 0), BS);
- v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
- node = map->getNodeNoEx(pp, &is_valid_position);
- bool is_valid_position2;
- MapNode node2 = map->getNodeNoEx(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 = 0.15 * 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 * 0.4;
- /*
- 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 && g_settings->getBool("free_move")) && !in_liquid &&
- physics_override_sneak) {
- f32 maxd = 0.5 * 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 - 0.5 * 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)
- m_speed.Y = 0;
- }
- }
- // this shouldn't be hardcoded but transmitted from server
- float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
- #ifdef __ANDROID__
- player_stepheight += (0.6 * BS);
- #endif
- v3f accel_f = v3f(0, 0, 0);
- collisionMoveResult result = collisionMoveSimple(env, m_client,
- pos_max_d, m_collisionbox, player_stepheight, dtime,
- &position, &m_speed, accel_f);
- /*
- 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 = 0.05 * BS;
- if (m_sneak_node_bb_ymax > 0)
- position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
- v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
- if (m_sneak_node_exists &&
- nodemgr->get(map->getNodeNoEx(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->getNodeNoEx(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;
- v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
- v2f player_p2df(position.X, position.Z);
- f32 min_distance_f = 100000.0 * 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(
- fabs(player_p2df.X - node_p2df.X),
- fabs(player_p2df.Y - node_p2df.Y));
- if (distance_f > min_distance_f ||
- max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
- continue;
- // The node to be sneaked on has to be walkable
- node = map->getNodeNoEx(p, &is_valid_position);
- if (!is_valid_position || !nodemgr->get(node).walkable)
- continue;
- // And the node above it has to be nonwalkable
- node = map->getNodeNoEx(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->getNodeNoEx(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 < 100000.0 * BS * 0.9);
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = sneak_node_found;
- if (sneak_node_found) {
- f32 cb_max = 0;
- MapNode n = map->getNodeNoEx(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
- */
- // Dont report if flying
- if (collision_info && !(g_settings->getBool("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) {
- MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
- m_client->event()->put(e);
- // 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->getNodeNoEx(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, BS / 2, 0), BS);
- m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
- /*
- Check properties of the node on which the player is standing
- */
- const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
- // Determine if jumping is possible
- m_can_jump = touching_ground && !in_liquid;
- if (itemgroup_get(f.groups, "disable_jump"))
- m_can_jump = false;
- // Jump key pressed while jumping off from a bouncy block
- if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
- m_speed.Y >= -0.5 * BS) {
- float jumpspeed = movement_speed_jump * physics_override_jump;
- if (m_speed.Y > 1) {
- // Reduce boost when speed already is high
- m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
- } else {
- m_speed.Y += jumpspeed;
- }
- setSpeed(m_speed);
- m_can_jump = false;
- }
- }
- float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
- {
- if (!touching_ground)
- return 1.0f;
- float slip_factor = 1.0f;
- // Slip on slippery nodes
- const INodeDefManager *nodemgr = env->getGameDef()->ndef();
- Map *map = &env->getMap();
- const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
- floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
- int slippery = 0;
- if (f.walkable) {
- slippery = itemgroup_get(f.groups, "slippery");
- } else if (is_slipping) {
- // slipping over an edge? Check surroundings for slippery nodes
- slippery = 2 << 16; // guard value, bigger than all realistic ones
- for (int z = 0; z <= 1; z++) {
- for (int x = 0; x <= 1; x++) {
- // this should cover all nodes surrounding player position
- v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS);
- const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx(
- floatToInt(getPosition() - offset, BS)));
- if (f2.walkable) {
- // find least slippery node we might be standing on
- int s = itemgroup_get(f2.groups, "slippery");
- if (s < slippery)
- slippery = s;
- }
- }
- }
- // without any hits, ignore slippery
- if (slippery >= (2 << 16))
- slippery = 0;
- }
- if (slippery >= 1) {
- if (speedH == v3f(0.0f)) {
- slippery = slippery * 2;
- }
- slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
- is_slipping = true;
- } else {
- // remember this to avoid checking the edge case above too often
- is_slipping = false;
- }
- return slip_factor;
- }
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