3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "localplayer.h"
23 #include "collision.h"
26 #include "environment.h"
29 #include "content_cao.h"
35 LocalPlayer::LocalPlayer(Client *client, const char *name):
36 Player(name, client->idef()),
41 static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
43 if (nodeboxes.empty())
44 return aabb3f(0, 0, 0, 0, 0, 0);
48 std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
49 b_max = aabb3f(it->MinEdge, it->MaxEdge);
52 for (; it != nodeboxes.end(); ++it)
53 b_max.addInternalBox(*it);
58 bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
61 static const v3s16 dir9_center[9] = {
73 INodeDefManager *nodemgr = m_client->ndef();
75 bool is_valid_position;
76 bool new_sneak_node_exists = m_sneak_node_exists;
78 // We want the top of the sneak node to be below the players feet
79 f32 position_y_mod = 0.05 * BS;
80 if (m_sneak_node_exists)
81 position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
83 // Get position of current standing node
84 const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
86 if (current_node != m_sneak_node) {
87 new_sneak_node_exists = false;
89 node = map->getNodeNoEx(current_node, &is_valid_position);
90 if (!is_valid_position || !nodemgr->get(node).walkable)
91 new_sneak_node_exists = false;
94 // Keep old sneak node
95 if (new_sneak_node_exists)
99 m_sneak_ladder_detected = false;
100 f32 min_distance_f = 100000.0 * BS;
102 for (const auto &d : dir9_center) {
103 const v3s16 p = current_node + d;
104 const v3f pf = intToFloat(p, BS);
105 const v2f diff(position.X - pf.X, position.Z - pf.Z);
106 f32 distance_f = diff.getLength();
108 if (distance_f > min_distance_f ||
109 fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
110 fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
114 // The node to be sneaked on has to be walkable
115 node = map->getNodeNoEx(p, &is_valid_position);
116 if (!is_valid_position || !nodemgr->get(node).walkable)
118 // And the node(s) above have to be nonwalkable
120 if (!physics_override_sneak_glitch) {
122 (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
124 for (u16 y = 1; y <= height; y++) {
125 node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position);
126 if (!is_valid_position || nodemgr->get(node).walkable) {
132 // legacy behaviour: check just one node
133 node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
134 ok = is_valid_position && !nodemgr->get(node).walkable;
139 min_distance_f = distance_f;
141 new_sneak_node_exists = true;
144 if (!new_sneak_node_exists)
147 // Update saved top bounding box of sneak node
148 node = map->getNodeNoEx(m_sneak_node);
149 std::vector<aabb3f> nodeboxes;
150 node.getCollisionBoxes(nodemgr, &nodeboxes);
151 m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
153 if (physics_override_sneak_glitch) {
154 // Detect sneak ladder:
155 // Node two meters above sneak node must be solid
156 node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
158 if (is_valid_position && nodemgr->get(node).walkable) {
159 // Node three meters above: must be non-solid
160 node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
162 m_sneak_ladder_detected = is_valid_position &&
163 !nodemgr->get(node).walkable;
169 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
170 std::vector<CollisionInfo> *collision_info)
172 // Temporary option for old move code
173 if (!physics_override_new_move) {
174 old_move(dtime, env, pos_max_d, collision_info);
178 Map *map = &env->getMap();
179 INodeDefManager *nodemgr = m_client->ndef();
181 v3f position = getPosition();
183 // Copy parent position if local player is attached
185 setPosition(overridePosition);
189 // Skip collision detection if noclip mode is used
190 bool fly_allowed = m_client->checkLocalPrivilege("fly");
191 bool noclip = m_client->checkLocalPrivilege("noclip") &&
192 g_settings->getBool("noclip");
193 bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
195 position += m_speed * dtime;
196 setPosition(position);
204 bool is_valid_position;
209 Check if player is in liquid (the oscillating value)
212 // If in liquid, the threshold of coming out is at higher y
215 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
216 node = map->getNodeNoEx(pp, &is_valid_position);
217 if (is_valid_position) {
218 in_liquid = nodemgr->get(node.getContent()).isLiquid();
219 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
224 // If not in liquid, the threshold of going in is at lower y
227 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
228 node = map->getNodeNoEx(pp, &is_valid_position);
229 if (is_valid_position) {
230 in_liquid = nodemgr->get(node.getContent()).isLiquid();
231 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
239 Check if player is in liquid (the stable value)
241 pp = floatToInt(position + v3f(0,0,0), BS);
242 node = map->getNodeNoEx(pp, &is_valid_position);
243 if (is_valid_position) {
244 in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
246 in_liquid_stable = false;
250 Check if player is climbing
254 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
255 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
256 node = map->getNodeNoEx(pp, &is_valid_position);
257 bool is_valid_position2;
258 MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
260 if (!(is_valid_position && is_valid_position2)) {
263 is_climbing = (nodemgr->get(node.getContent()).climbable
264 || nodemgr->get(node2.getContent()).climbable) && !free_move;
268 Collision uncertainty radius
269 Make it a bit larger than the maximum distance of movement
271 //f32 d = pos_max_d * 1.1;
272 // A fairly large value in here makes moving smoother
275 // This should always apply, otherwise there are glitches
276 sanity_check(d > pos_max_d);
278 // Player object property step height is multiplied by BS in
279 // /src/script/common/c_content.cpp and /src/content_sao.cpp
280 float player_stepheight = (m_cao == nullptr) ? 0.0f :
281 (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
283 // TODO this is a problematic hack.
284 // Use a better implementation for autojump, or apply a custom stepheight
285 // to all players, as this currently creates unintended special movement
286 // abilities and advantages for Android players on a server.
288 player_stepheight += (0.6f * BS);
291 v3f accel_f = v3f(0,0,0);
293 collisionMoveResult result = collisionMoveSimple(env, m_client,
294 pos_max_d, m_collisionbox, player_stepheight, dtime,
295 &position, &m_speed, accel_f);
297 bool could_sneak = control.sneak &&
298 !(fly_allowed && g_settings->getBool("free_move")) &&
299 !in_liquid && !is_climbing &&
300 physics_override_sneak;
302 If the player's feet touch the topside of any node, this is
305 Player is allowed to jump when this is true.
307 bool touching_ground_was = touching_ground;
308 touching_ground = result.touching_ground;
309 bool sneak_can_jump = false;
311 // Max. distance (X, Z) over border for sneaking determined by collision box
312 // * 0.49 to keep the center just barely on the node
313 v3f sneak_max = m_collisionbox.getExtent() * 0.49;
315 if (m_sneak_ladder_detected) {
316 // restore legacy behaviour (this makes the m_speed.Y hack necessary)
317 sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
321 If sneaking, keep on top of last walked node and don't fall off
323 if (could_sneak && m_sneak_node_exists) {
324 const v3f sn_f = intToFloat(m_sneak_node, BS);
325 const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
326 const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
327 const v3f old_pos = position;
328 const v3f old_speed = m_speed;
329 f32 y_diff = bmax.Y - position.Y;
331 // (BS * 0.6f) is the basic stepheight while standing on ground
332 if (y_diff < BS * 0.6f) {
333 // Only center player when they're on the node
334 position.X = rangelim(position.X,
335 bmin.X - sneak_max.X, bmax.X + sneak_max.X);
336 position.Z = rangelim(position.Z,
337 bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
339 if (position.X != old_pos.X)
341 if (position.Z != old_pos.Z)
345 if (y_diff > 0 && m_speed.Y < 0 &&
346 (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
347 // Move player to the maximal height when falling or when
348 // the ledge is climbed on the next step.
353 // Allow jumping on node edges while sneaking
354 if (m_speed.Y == 0 || m_sneak_ladder_detected)
355 sneak_can_jump = true;
357 if (collision_info != NULL &&
358 m_speed.Y - old_speed.Y > BS) {
359 // Collide with sneak node, report fall damage
360 CollisionInfo sn_info;
361 sn_info.node_p = m_sneak_node;
362 sn_info.old_speed = old_speed;
363 sn_info.new_speed = m_speed;
364 collision_info->push_back(sn_info);
369 Find the next sneak node if necessary
371 bool new_sneak_node_exists = false;
374 new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
377 Set new position but keep sneak node set
379 setPosition(position);
380 m_sneak_node_exists = new_sneak_node_exists;
386 // Dont report if flying
387 if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
388 for (const auto &colinfo : result.collisions) {
389 collision_info->push_back(colinfo);
393 if(!result.standing_on_object && !touching_ground_was && touching_ground) {
394 MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
395 m_client->event()->put(e);
397 // Set camera impact value to be used for view bobbing
398 camera_impact = getSpeed().Y * -1;
402 camera_barely_in_ceiling = false;
403 v3s16 camera_np = floatToInt(getEyePosition(), BS);
404 MapNode n = map->getNodeNoEx(camera_np);
405 if(n.getContent() != CONTENT_IGNORE){
406 if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
407 camera_barely_in_ceiling = true;
413 Check properties of the node on which the player is standing
415 const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
416 // Determine if jumping is possible
417 m_can_jump = (touching_ground && !in_liquid && !is_climbing)
419 if (itemgroup_get(f.groups, "disable_jump"))
422 // Jump key pressed while jumping off from a bouncy block
423 if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
424 m_speed.Y >= -0.5 * BS) {
425 float jumpspeed = movement_speed_jump * physics_override_jump;
427 // Reduce boost when speed already is high
428 m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
430 m_speed.Y += jumpspeed;
437 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
439 move(dtime, env, pos_max_d, NULL);
442 void LocalPlayer::applyControl(float dtime, Environment *env)
445 swimming_vertical = false;
447 setPitch(control.pitch);
450 // Nullify speed and don't run positioning code if the player is attached
453 setSpeed(v3f(0,0,0));
457 v3f move_direction = v3f(0,0,1);
458 move_direction.rotateXZBy(getYaw());
460 v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
461 v3f speedV = v3f(0,0,0); // Vertical (Y)
463 bool fly_allowed = m_client->checkLocalPrivilege("fly");
464 bool fast_allowed = m_client->checkLocalPrivilege("fast");
466 bool free_move = fly_allowed && g_settings->getBool("free_move");
467 bool fast_move = fast_allowed && g_settings->getBool("fast_move");
468 // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
469 bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
470 bool continuous_forward = g_settings->getBool("continuous_forward");
471 bool always_fly_fast = g_settings->getBool("always_fly_fast");
473 // Whether superspeed mode is used or not
474 bool superspeed = false;
476 if (always_fly_fast && free_move && fast_move)
479 // Old descend control
480 if(g_settings->getBool("aux1_descends"))
482 // If free movement and fast movement, always move fast
483 if(free_move && fast_move)
486 // Auxiliary button 1 (E)
491 // In free movement mode, aux1 descends
493 speedV.Y = -movement_speed_fast;
495 speedV.Y = -movement_speed_walk;
497 else if(in_liquid || in_liquid_stable)
499 speedV.Y = -movement_speed_walk;
500 swimming_vertical = true;
504 speedV.Y = -movement_speed_climb;
508 // If not free movement but fast is allowed, aux1 is
515 // New minecraft-like descend control
518 // Auxiliary button 1 (E)
523 // aux1 is "Turbo button"
533 // In free movement mode, sneak descends
534 if (fast_move && (control.aux1 || always_fly_fast))
535 speedV.Y = -movement_speed_fast;
537 speedV.Y = -movement_speed_walk;
539 else if(in_liquid || in_liquid_stable)
542 speedV.Y = -movement_speed_fast;
544 speedV.Y = -movement_speed_walk;
545 swimming_vertical = true;
550 speedV.Y = -movement_speed_fast;
552 speedV.Y = -movement_speed_climb;
557 if (continuous_forward)
558 speedH += move_direction;
561 if (continuous_forward) {
565 speedH += move_direction;
569 speedH -= move_direction;
571 if (!control.up && !control.down) {
572 speedH -= move_direction *
573 (control.forw_move_joystick_axis / 32767.f);
576 speedH += move_direction.crossProduct(v3f(0,1,0));
579 speedH += move_direction.crossProduct(v3f(0,-1,0));
581 if (!control.left && !control.right) {
582 speedH -= move_direction.crossProduct(v3f(0,1,0)) *
583 (control.sidew_move_joystick_axis / 32767.f);
588 if (g_settings->getBool("aux1_descends") || always_fly_fast) {
590 speedV.Y = movement_speed_fast;
592 speedV.Y = movement_speed_walk;
594 if(fast_move && control.aux1)
595 speedV.Y = movement_speed_fast;
597 speedV.Y = movement_speed_walk;
603 NOTE: The d value in move() affects jump height by
604 raising the height at which the jump speed is kept
605 at its starting value
607 v3f speedJ = getSpeed();
608 if(speedJ.Y >= -0.5 * BS) {
609 speedJ.Y = movement_speed_jump * physics_override_jump;
612 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
613 m_client->event()->put(e);
619 speedV.Y = movement_speed_fast;
621 speedV.Y = movement_speed_walk;
622 swimming_vertical = true;
627 speedV.Y = movement_speed_fast;
629 speedV.Y = movement_speed_climb;
633 // The speed of the player (Y is ignored)
634 if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
635 speedH = speedH.normalize() * movement_speed_fast;
636 else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
637 speedH = speedH.normalize() * movement_speed_crouch;
639 speedH = speedH.normalize() * movement_speed_walk;
641 // Acceleration increase
642 f32 incH = 0; // Horizontal (X, Z)
643 f32 incV = 0; // Vertical (Y)
644 if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
646 // Jumping and falling
647 if(superspeed || (fast_move && control.aux1))
648 incH = movement_acceleration_fast * BS * dtime;
650 incH = movement_acceleration_air * BS * dtime;
651 incV = 0; // No vertical acceleration in air
653 else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
654 incH = incV = movement_acceleration_fast * BS * dtime;
656 incH = incV = movement_acceleration_default * BS * dtime;
658 const INodeDefManager *nodemgr = env->getGameDef()->ndef();
659 Map *map = &env->getMap();
660 const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
661 bool slippery = (itemgroup_get(f.groups, "slippery") != 0);
662 // Accelerate to target speed with maximum increment
663 accelerateHorizontal(speedH * physics_override_speed,
664 incH * physics_override_speed, slippery);
665 accelerateVertical(speedV * physics_override_speed,
666 incV * physics_override_speed);
669 v3s16 LocalPlayer::getStandingNodePos()
671 if(m_sneak_node_exists)
673 return floatToInt(getPosition() - v3f(0, BS, 0), BS);
676 v3s16 LocalPlayer::getFootstepNodePos()
678 if (in_liquid_stable)
679 // Emit swimming sound if the player is in liquid
680 return floatToInt(getPosition(), BS);
682 // BS * 0.05 below the player's feet ensures a 1/16th height
683 // nodebox is detected instead of the node below it.
684 return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
685 // A larger distance below is necessary for a footstep sound
686 // when landing after a jump or fall. BS * 0.5 ensures water
687 // sounds when swimming in 1 node deep water.
688 return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
691 v3s16 LocalPlayer::getLightPosition() const
693 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
696 v3f LocalPlayer::getEyeOffset() const
698 float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
699 return v3f(0, BS * eye_height, 0);
702 // Horizontal acceleration (X and Z), Y direction is ignored
703 void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
704 const f32 max_increase, bool slippery)
706 if (max_increase == 0)
709 v3f d_wanted = target_speed - m_speed;
711 if (target_speed == v3f())
712 d_wanted = -m_speed * 0.05f;
718 f32 dl = d_wanted.getLength();
719 if (dl > max_increase)
722 v3f d = d_wanted.normalize() * dl;
728 // Vertical acceleration (Y), X and Z directions are ignored
729 void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
731 if (max_increase == 0)
734 f32 d_wanted = target_speed.Y - m_speed.Y;
735 if (d_wanted > max_increase)
736 d_wanted = max_increase;
737 else if (d_wanted < -max_increase)
738 d_wanted = -max_increase;
740 m_speed.Y += d_wanted;
743 // Temporary option for old move code
744 void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
745 std::vector<CollisionInfo> *collision_info)
747 Map *map = &env->getMap();
748 INodeDefManager *nodemgr = m_client->ndef();
750 v3f position = getPosition();
752 // Copy parent position if local player is attached
754 setPosition(overridePosition);
755 m_sneak_node_exists = false;
759 // Skip collision detection if noclip mode is used
760 bool fly_allowed = m_client->checkLocalPrivilege("fly");
761 bool noclip = m_client->checkLocalPrivilege("noclip") &&
762 g_settings->getBool("noclip");
763 bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
765 position += m_speed * dtime;
766 setPosition(position);
767 m_sneak_node_exists = false;
774 bool is_valid_position;
779 Check if player is in liquid (the oscillating value)
782 // If in liquid, the threshold of coming out is at higher y
783 pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
784 node = map->getNodeNoEx(pp, &is_valid_position);
785 if (is_valid_position) {
786 in_liquid = nodemgr->get(node.getContent()).isLiquid();
787 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
792 // If not in liquid, the threshold of going in is at lower y
793 pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
794 node = map->getNodeNoEx(pp, &is_valid_position);
795 if (is_valid_position) {
796 in_liquid = nodemgr->get(node.getContent()).isLiquid();
797 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
804 Check if player is in liquid (the stable value)
806 pp = floatToInt(position + v3f(0, 0, 0), BS);
807 node = map->getNodeNoEx(pp, &is_valid_position);
808 if (is_valid_position)
809 in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
811 in_liquid_stable = false;
814 Check if player is climbing
816 pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
817 v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
818 node = map->getNodeNoEx(pp, &is_valid_position);
819 bool is_valid_position2;
820 MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
822 if (!(is_valid_position && is_valid_position2))
825 is_climbing = (nodemgr->get(node.getContent()).climbable ||
826 nodemgr->get(node2.getContent()).climbable) && !free_move;
829 Collision uncertainty radius
830 Make it a bit larger than the maximum distance of movement
832 //f32 d = pos_max_d * 1.1;
833 // A fairly large value in here makes moving smoother
835 // This should always apply, otherwise there are glitches
836 sanity_check(d > pos_max_d);
837 // Maximum distance over border for sneaking
838 f32 sneak_max = BS * 0.4;
841 If sneaking, keep in range from the last walked node and don't
844 if (control.sneak && m_sneak_node_exists &&
845 !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
846 physics_override_sneak) {
847 f32 maxd = 0.5 * BS + sneak_max;
848 v3f lwn_f = intToFloat(m_sneak_node, BS);
849 position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
850 position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
853 // Move up if necessary
854 f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
855 if (position.Y < new_y)
858 Collision seems broken, since player is sinking when
859 sneaking over the edges of current sneaking_node.
860 TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
867 // this shouldn't be hardcoded but transmitted from server
868 float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
871 player_stepheight += (0.6 * BS);
874 v3f accel_f = v3f(0, 0, 0);
876 collisionMoveResult result = collisionMoveSimple(env, m_client,
877 pos_max_d, m_collisionbox, player_stepheight, dtime,
878 &position, &m_speed, accel_f);
881 If the player's feet touch the topside of any node, this is
884 Player is allowed to jump when this is true.
886 bool touching_ground_was = touching_ground;
887 touching_ground = result.touching_ground;
889 //bool standing_on_unloaded = result.standing_on_unloaded;
892 Check the nodes under the player to see from which node the
893 player is sneaking from, if any. If the node from under
894 the player has been removed, the player falls.
896 f32 position_y_mod = 0.05 * BS;
897 if (m_sneak_node_bb_ymax > 0)
898 position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
899 v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
900 if (m_sneak_node_exists &&
901 nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
902 m_old_node_below_type != "air") {
903 // Old node appears to have been removed; that is,
904 // it wasn't air before but now it is
905 m_need_to_get_new_sneak_node = false;
906 m_sneak_node_exists = false;
907 } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
908 // We are on something, so make sure to recalculate the sneak
910 m_need_to_get_new_sneak_node = true;
913 if (m_need_to_get_new_sneak_node && physics_override_sneak) {
914 m_sneak_node_bb_ymax = 0;
915 v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
916 v2f player_p2df(position.X, position.Z);
917 f32 min_distance_f = 100000.0 * BS;
918 // If already seeking from some node, compare to it.
919 v3s16 new_sneak_node = m_sneak_node;
920 for (s16 x= -1; x <= 1; x++)
921 for (s16 z= -1; z <= 1; z++) {
922 v3s16 p = pos_i_bottom + v3s16(x, 0, z);
923 v3f pf = intToFloat(p, BS);
924 v2f node_p2df(pf.X, pf.Z);
925 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
926 f32 max_axis_distance_f = MYMAX(
927 fabs(player_p2df.X - node_p2df.X),
928 fabs(player_p2df.Y - node_p2df.Y));
930 if (distance_f > min_distance_f ||
931 max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
934 // The node to be sneaked on has to be walkable
935 node = map->getNodeNoEx(p, &is_valid_position);
936 if (!is_valid_position || !nodemgr->get(node).walkable)
938 // And the node above it has to be nonwalkable
939 node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
940 if (!is_valid_position || nodemgr->get(node).walkable)
942 // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
943 if (!physics_override_sneak_glitch) {
944 node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
945 if (!is_valid_position || nodemgr->get(node).walkable)
949 min_distance_f = distance_f;
953 bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
955 m_sneak_node = new_sneak_node;
956 m_sneak_node_exists = sneak_node_found;
958 if (sneak_node_found) {
960 MapNode n = map->getNodeNoEx(m_sneak_node);
961 std::vector<aabb3f> nodeboxes;
962 n.getCollisionBoxes(nodemgr, &nodeboxes);
963 for (const auto &box : nodeboxes) {
964 if (box.MaxEdge.Y > cb_max)
965 cb_max = box.MaxEdge.Y;
967 m_sneak_node_bb_ymax = cb_max;
971 If sneaking, the player's collision box can be in air, so
972 this has to be set explicitly
974 if (sneak_node_found && control.sneak)
975 touching_ground = true;
979 Set new position but keep sneak node set
981 bool sneak_node_exists = m_sneak_node_exists;
982 setPosition(position);
983 m_sneak_node_exists = sneak_node_exists;
988 // Dont report if flying
989 if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
990 for (const auto &info : result.collisions) {
991 collision_info->push_back(info);
995 if (!result.standing_on_object && !touching_ground_was && touching_ground) {
996 MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
997 m_client->event()->put(e);
998 // Set camera impact value to be used for view bobbing
999 camera_impact = getSpeed().Y * -1;
1003 camera_barely_in_ceiling = false;
1004 v3s16 camera_np = floatToInt(getEyePosition(), BS);
1005 MapNode n = map->getNodeNoEx(camera_np);
1006 if (n.getContent() != CONTENT_IGNORE) {
1007 if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
1008 camera_barely_in_ceiling = true;
1013 Update the node last under the player
1015 m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
1016 m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
1019 Check properties of the node on which the player is standing
1021 const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
1022 // Determine if jumping is possible
1023 m_can_jump = touching_ground && !in_liquid;
1024 if (itemgroup_get(f.groups, "disable_jump"))
1026 // Jump key pressed while jumping off from a bouncy block
1027 if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
1028 m_speed.Y >= -0.5 * BS) {
1029 float jumpspeed = movement_speed_jump * physics_override_jump;
1030 if (m_speed.Y > 1) {
1031 // Reduce boost when speed already is high
1032 m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
1034 m_speed.Y += jumpspeed;