minetest/src/localplayer.cpp

1134 lines
32 KiB
C++

/*
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()),
parent(0),
hp(PLAYER_MAX_HP),
isAttached(false),
touching_ground(false),
in_liquid(false),
in_liquid_stable(false),
liquid_viscosity(0),
is_climbing(false),
swimming_vertical(false),
// Movement overrides are multipliers and must be 1 by default
physics_override_speed(1.0f),
physics_override_jump(1.0f),
physics_override_gravity(1.0f),
physics_override_sneak(true),
physics_override_sneak_glitch(false),
physics_override_new_move(true), // Temporary option for old move code
overridePosition(v3f(0,0,0)),
last_position(v3f(0,0,0)),
last_speed(v3f(0,0,0)),
last_pitch(0),
last_yaw(0),
last_keyPressed(0),
last_camera_fov(0),
last_wanted_range(0),
camera_impact(0.f),
makes_footstep_sound(true),
last_animation(NO_ANIM),
hotbar_image(""),
hotbar_selected_image(""),
light_color(255,255,255,255),
hurt_tilt_timer(0.0f),
hurt_tilt_strength(0.0f),
m_position(0,0,0),
m_sneak_node(32767,32767,32767),
m_sneak_node_bb_ymax(0), // To support temporary option for old move code
m_sneak_node_bb_top(0,0,0,0,0,0),
m_sneak_node_exists(false),
m_need_to_get_new_sneak_node(true),
m_sneak_ladder_detected(false),
m_ledge_detected(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),
m_breath(PLAYER_MAX_BREATH),
m_yaw(0),
m_pitch(0),
camera_barely_in_ceiling(false),
m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
m_cao(NULL),
m_client(client)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
eye_offset_first = v3f(0,0,0);
eye_offset_third = v3f(0,0,0);
}
LocalPlayer::~LocalPlayer()
{
}
static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
aabb3f b_max;
b_max.reset(-BS, -BS, -BS);
for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
it != nodeboxes.end(); ++it) {
aabb3f box = *it;
if (box.MaxEdge.Y > b_max.MaxEdge.Y)
b_max = box;
else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
b_max.addInternalBox(box);
}
return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
}
#define GETNODE(map, p3, v2, y, valid) \
(map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
// pos is the node the player is standing inside(!)
static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
// Detects a structure known as "sneak ladder" or "sneak elevator"
// that relies on bugs to provide a fast means of vertical transportation,
// the bugs have since been fixed but this function remains to keep it working.
// NOTE: This is just entirely a huge hack and causes way too many problems.
bool is_valid_position;
MapNode node;
// X/Z vectors for 4 neighboring nodes
static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
for (u16 i = 0; i < ARRLEN(vecs); i++) {
const v2s16 vec = vecs[i];
// walkability of bottom & top node should differ
node = GETNODE(map, pos, vec, 0, &is_valid_position);
if (!is_valid_position)
continue;
bool w = nodemgr->get(node).walkable;
node = GETNODE(map, pos, vec, 1, &is_valid_position);
if (!is_valid_position || w == nodemgr->get(node).walkable)
continue;
// check one more node above OR below with corresponding walkability
node = GETNODE(map, pos, vec, -1, &is_valid_position);
bool ok = is_valid_position && w != nodemgr->get(node).walkable;
if (!ok) {
node = GETNODE(map, pos, vec, 2, &is_valid_position);
ok = is_valid_position && w == nodemgr->get(node).walkable;
}
if (ok)
return true;
}
return false;
}
static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
bool is_valid_position;
MapNode node;
// X/Z vectors for 4 neighboring nodes
static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
for (u16 i = 0; i < ARRLEN(vecs); i++) {
const v2s16 vec = vecs[i];
node = GETNODE(map, pos, vec, 1, &is_valid_position);
if (is_valid_position && nodemgr->get(node).walkable) {
// Ledge exists
node = GETNODE(map, pos, vec, 2, &is_valid_position);
if (is_valid_position && !nodemgr->get(node).walkable)
// Space above ledge exists
return true;
}
}
return false;
}
#undef GETNODE
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
// 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);
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, 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);
// 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 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 && !is_climbing &&
physics_override_sneak) {
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;
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;
// Because we keep the player collision box on the node, limiting
// position.Y is not necessary but useful to prevent players from
// being inside a node if sneaking on e.g. the lower part of a stair
if (!m_sneak_ladder_detected) {
position.Y = MYMAX(position.Y, bmax.Y);
} else {
// legacy behaviour that sometimes causes some weird slow sinking
m_speed.Y = MYMAX(m_speed.Y, 0);
}
if (collision_info != NULL &&
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);
}
}
// TODO: this shouldn't be hardcoded but transmitted from server
float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
#ifdef __ANDROID__
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);
/*
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;
// We want the top of the sneak node to be below the players feet
f32 position_y_mod;
if (m_sneak_node_exists)
position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
else
position_y_mod = (0.5 - 0.05) * BS;
v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
/*
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.
*/
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) {
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0 * BS;
v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
{
v3s16 p = current_node + v3s16(x,0,z);
v3f pf = intToFloat(p, BS);
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
if (distance_f > min_distance_f ||
fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
fabs(player_p2df.Y-node_p2df.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;
new_sneak_node = p;
}
bool sneak_node_found = (min_distance_f < 100000.0 * BS);
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
if (sneak_node_found) {
// Update saved top bounding box of sneak node
MapNode n = map->getNodeNoEx(m_sneak_node);
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(nodemgr, &nodeboxes);
m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
m_sneak_ladder_detected = physics_override_sneak_glitch &&
detectSneakLadder(map, nodemgr, floatToInt(position, BS));
} else {
m_sneak_ladder_detected = false;
}
}
/*
If 'sneak glitch' enabled detect ledge for old sneak-jump
behaviour of climbing onto a ledge 2 nodes up.
*/
if (physics_override_sneak_glitch && control.sneak && control.jump)
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
/*
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(size_t i=0; i<result.collisions.size(); i++) {
const CollisionInfo &info = result.collisions[i];
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;
else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
m_can_jump = true;
// 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)
{
// 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) {
if (m_ledge_detected) {
// Limit jump speed to a minimum that allows
// jumping up onto a ledge 2 nodes up.
speedJ.Y = movement_speed_jump *
MYMAX(physics_override_jump, 1.3f);
setSpeed(speedJ);
m_ledge_detected = false;
} else {
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;
}
// 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 == false)
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 (std::vector<aabb3f>::iterator it = nodeboxes.begin();
it != nodeboxes.end(); ++it) {
aabb3f box = *it;
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 (size_t i = 0; i < result.collisions.size(); i++) {
const CollisionInfo &info = result.collisions[i];
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;
}
}