Modified jumping control to stop "flying" up block-stairs

This commit is contained in:
alexander.pickering 2014-09-20 15:07:39 -04:00
parent 2f170a63c6
commit c571e62658
4 changed files with 65 additions and 48 deletions

View File

@ -29,6 +29,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "util/numeric.h"
//<dev>
#include <stdio.h>
using namespace std;
//</dev>
/*
LocalPlayer
*/
@ -54,7 +61,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
m_old_node_below_type("air"),
m_need_to_get_new_sneak_node(true),
m_can_jump(false),
m_cao(NULL)
m_cao(NULL),
m_jumptime(0.0)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
@ -99,7 +107,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Collision detection
*/
/*
Check if player is in liquid (the oscillating value)
*/
@ -177,7 +185,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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)
{
f32 min_y = lwn_f.Y + 0.5*BS;
@ -207,7 +215,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
*/
bool touching_ground_was = touching_ground;
touching_ground = result.touching_ground;
//bool standing_on_unloaded = result.standing_on_unloaded;
/*
@ -258,7 +266,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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;
@ -284,7 +292,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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;
@ -297,12 +305,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if(sneak_node_found && control.sneak)
touching_ground = true;
}
/*
Set new position
*/
setPosition(position);
/*
Report collisions
*/
@ -324,6 +332,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
touching_ground = false;
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
cout << "Jumped because " << m_jumptime << " is less than " << env->getTimeOfDay() << "\n";
}
if(!touching_ground_was && touching_ground){
@ -350,13 +359,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
*/
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;
m_can_jump = touching_ground && !in_liquid && (m_jumptime <= env->getTimeOfDay());
if(!touching_ground){
m_jumptime = env->getTimeOfDay()+movement_jump_dealy;
}
//cout << m_jumptime << ":" << (env->getTimeOfDay()) << ":" << m_can_jump << "\n";
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
@ -383,10 +397,10 @@ void LocalPlayer::applyControl(float dtime)
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_gamedef->checkLocalPrivilege("fly");
bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
@ -398,7 +412,7 @@ void LocalPlayer::applyControl(float dtime)
// Whether superspeed mode is used or not
bool superspeed = false;
if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
superspeed = true;
@ -408,7 +422,7 @@ void LocalPlayer::applyControl(float dtime)
// If free movement and fast movement, always move fast
if(free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
{
@ -478,30 +492,29 @@ void LocalPlayer::applyControl(float dtime)
speedV.Y = -movement_speed_climb;
}
}
}
}
if(continuous_forward)
speedH += move_direction;
if(continuous_forward)
speedH += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speedH += move_direction;
}
if(control.down)
{
speedH -= move_direction;
}
if(control.left)
{
speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speedH += move_direction;
}
if(control.down)
{
speedH -= move_direction;
}
if(control.left)
{
speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
@ -531,7 +544,7 @@ void LocalPlayer::applyControl(float dtime)
{
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}

View File

@ -39,13 +39,13 @@ public:
{
return true;
}
ClientActiveObject *parent;
bool isAttached;
v3f overridePosition;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::list<CollisionInfo> *collision_info);
@ -91,6 +91,7 @@ private:
std::string m_old_node_below_type;
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
f32 m_jumptime;
bool m_can_jump;
GenericCAO* m_cao;

View File

@ -53,6 +53,7 @@ Player::Player(IGameDef *gamedef):
m_last_pos(0,0,0),
m_last_hp(PLAYER_MAX_HP),
m_last_inventory(gamedef->idef())
m_jumping_dir(0,0,0);
{
updateName("<not set>");
inventory.clear();
@ -83,6 +84,7 @@ Player::Player(IGameDef *gamedef):
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
movement_jump_dealy = 0.3 * BS;
// Movement overrides are multipliers and must be 1 by default
physics_override_speed = 1;
@ -114,7 +116,7 @@ void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
v3f d = d_wanted.normalize() * dl;
m_speed.X += d.X;
@ -195,7 +197,7 @@ void Player::serialize(std::ostream &os)
void Player::deSerialize(std::istream &is, std::string playername)
{
Settings args;
for(;;)
{
if(is.eof())

View File

@ -113,7 +113,7 @@ public:
{
m_speed = speed;
}
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateVertical(v3f target_speed, f32 max_increase);
@ -250,7 +250,7 @@ public:
bool is_climbing;
bool swimming_vertical;
bool camera_barely_in_ceiling;
u8 light;
Inventory inventory;
@ -267,6 +267,7 @@ public:
f32 movement_liquid_fluidity_smooth;
f32 movement_liquid_sink;
f32 movement_gravity;
f32 movement_jump_dealy;
float physics_override_speed;
float physics_override_jump;
@ -285,15 +286,15 @@ public:
u16 peer_id;
std::string inventory_formspec;
PlayerControl control;
PlayerControl getPlayerControl()
{
return control;
}
u32 keyPressed;
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
@ -342,7 +343,7 @@ public:
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
private:
PlayerSAO *m_sao;
};