]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/collision.cpp
Handle particle spawners in env and delete expired ids
[dragonfireclient.git] / src / collision.cpp
index adb6970f5fc4f5d31791c46621027e3f0ce26c3f..74c0c25c3e08d7ac7f7a7c6a4b583eaa5827658f 100644 (file)
@@ -40,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 // The time after which the collision occurs is stored in dtime.
 int axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 &dtime)
+               const v3f &speed, f32 d, f32 *dtime)
 {
        //TimeTaker tt("axisAlignedCollision");
 
@@ -59,13 +59,12 @@ int axisAlignedCollision(
 
        if(speed.X > 0) // Check for collision with X- plane
        {
-               if(relbox.MaxEdge.X <= d)
-               {
-                       dtime = - relbox.MaxEdge.X / speed.X;
-                       if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
+               if (relbox.MaxEdge.X <= d) {
+                       *dtime = -relbox.MaxEdge.X / speed.X;
+                       if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
+                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
+                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
                                return 0;
                }
                else if(relbox.MinEdge.X > xsize)
@@ -75,13 +74,12 @@ int axisAlignedCollision(
        }
        else if(speed.X < 0) // Check for collision with X+ plane
        {
-               if(relbox.MinEdge.X >= xsize - d)
-               {
-                       dtime = (xsize - relbox.MinEdge.X) / speed.X;
-                       if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
+               if (relbox.MinEdge.X >= xsize - d) {
+                       *dtime = (xsize - relbox.MinEdge.X) / speed.X;
+                       if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
+                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
+                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
                                return 0;
                }
                else if(relbox.MaxEdge.X < 0)
@@ -94,13 +92,12 @@ int axisAlignedCollision(
 
        if(speed.Y > 0) // Check for collision with Y- plane
        {
-               if(relbox.MaxEdge.Y <= d)
-               {
-                       dtime = - relbox.MaxEdge.Y / speed.Y;
-                       if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
+               if (relbox.MaxEdge.Y <= d) {
+                       *dtime = -relbox.MaxEdge.Y / speed.Y;
+                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
+                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
+                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
                                return 1;
                }
                else if(relbox.MinEdge.Y > ysize)
@@ -110,13 +107,12 @@ int axisAlignedCollision(
        }
        else if(speed.Y < 0) // Check for collision with Y+ plane
        {
-               if(relbox.MinEdge.Y >= ysize - d)
-               {
-                       dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
-                       if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
+               if (relbox.MinEdge.Y >= ysize - d) {
+                       *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
+                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
+                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
+                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
                                return 1;
                }
                else if(relbox.MaxEdge.Y < 0)
@@ -129,13 +125,12 @@ int axisAlignedCollision(
 
        if(speed.Z > 0) // Check for collision with Z- plane
        {
-               if(relbox.MaxEdge.Z <= d)
-               {
-                       dtime = - relbox.MaxEdge.Z / speed.Z;
-                       if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
+               if (relbox.MaxEdge.Z <= d) {
+                       *dtime = -relbox.MaxEdge.Z / speed.Z;
+                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
+                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
+                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
                                return 2;
                }
                //else if(relbox.MinEdge.Z > zsize)
@@ -145,13 +140,12 @@ int axisAlignedCollision(
        }
        else if(speed.Z < 0) // Check for collision with Z+ plane
        {
-               if(relbox.MinEdge.Z >= zsize - d)
-               {
-                       dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
-                       if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
-                                       (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
+               if (relbox.MinEdge.Z >= zsize - d) {
+                       *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
+                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
+                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
+                                       (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
+                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
                                return 2;
                }
                //else if(relbox.MaxEdge.Z < 0)
@@ -191,37 +185,51 @@ bool wouldCollideWithCeiling(
        return false;
 }
 
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+               Map *map, MapNode n, int v, int *neighbors)
+{
+       MapNode n2 = map->getNodeNoEx(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
 
 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 pos_max_d, const aabb3f &box_0,
                f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f,
-               v3f &accel_f,ActiveObject* self,
+               v3f *pos_f, v3f *speed_f,
+               v3f accel_f, ActiveObject *self,
                bool collideWithObjects)
 {
+       static bool time_notification_done = false;
        Map *map = &env->getMap();
        //TimeTaker tt("collisionMoveSimple");
-    ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+       ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
 
        collisionMoveResult result;
 
        /*
                Calculate new velocity
        */
-       if( dtime > 0.5 ) {
-               infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
+       if (dtime > 0.5) {
+               if (!time_notification_done) {
+                       time_notification_done = true;
+                       infostream << "collisionMoveSimple: maximum step interval exceeded,"
+                                       " lost movement details!"<<std::endl;
+               }
                dtime = 0.5;
+       } else {
+               time_notification_done = false;
        }
-       speed_f += accel_f * dtime;
+       *speed_f += accel_f * dtime;
 
        // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
+       if (speed_f->getLength() == 0)
                return result;
 
        // Limit speed for avoiding hangs
-       speed_f.Y=rangelim(speed_f.Y,-5000,5000);
-       speed_f.X=rangelim(speed_f.X,-5000,5000);
-       speed_f.Z=rangelim(speed_f.Z,-5000,5000);
+       speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
+       speed_f->X = rangelim(speed_f->X, -5000, 5000);
+       speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
 
        /*
                Collect node boxes in movement range
@@ -234,10 +242,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        std::vector<v3s16> node_positions;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
-    ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+       ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
 
-       v3s16 oldpos_i = floatToInt(pos_f, BS);
-       v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
+       v3s16 oldpos_i = floatToInt(*pos_f, BS);
+       v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
        s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
        s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
        s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
@@ -245,6 +253,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
        s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
 
+       bool any_position_valid = false;
+
        for(s16 x = min_x; x <= max_x; x++)
        for(s16 y = min_y; y <= max_y; y++)
        for(s16 z = min_z; z <= max_z; z++)
@@ -257,12 +267,42 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                if (is_position_valid) {
                        // Object collides into walkable nodes
 
-                       const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
+                       any_position_valid = true;
+                       INodeDefManager *nodedef = gamedef->getNodeDefManager();
+                       const ContentFeatures &f = nodedef->get(n);
                        if(f.walkable == false)
                                continue;
                        int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
 
-                       std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
+                       int neighbors = 0;
+                       if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
+                               v3s16 p2 = p;
+
+                               p2.Y++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
+
+                               p2 = p;
+                               p2.Y--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
+
+                               p2 = p;
+                               p2.Z--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
+
+                               p2 = p;
+                               p2.X--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
+
+                               p2 = p;
+                               p2.Z++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
+
+                               p2 = p;
+                               p2.X++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
+                       }
+                       std::vector<aabb3f> nodeboxes;
+                       n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
                        for(std::vector<aabb3f>::iterator
                                        i = nodeboxes.begin();
                                        i != nodeboxes.end(); ++i)
@@ -289,6 +329,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        is_object.push_back(false);
                }
        }
+
+       // Do not move if world has not loaded yet, since custom node boxes
+       // are not available for collision detection.
+       if (!any_position_valid) {
+               *speed_f = v3f(0, 0, 0);
+               return result;
+       }
+
        } // tt2
 
        if(collideWithObjects)
@@ -298,14 +346,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                /* add object boxes to cboxes */
 
-
                std::vector<ActiveObject*> objects;
 #ifndef SERVER
                ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
                if (c_env != 0) {
-                       f32 distance = speed_f.getLength();
+                       f32 distance = speed_f->getLength();
                        std::vector<DistanceSortedActiveObject> clientobjects;
-                       c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
+                       c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
                        for (size_t i=0; i < clientobjects.size(); i++) {
                                if ((self == 0) || (self != clientobjects[i].obj)) {
                                        objects.push_back((ActiveObject*)clientobjects[i].obj);
@@ -317,9 +364,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                {
                        ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
                        if (s_env != 0) {
-                               f32 distance = speed_f.getLength();
+                               f32 distance = speed_f->getLength();
                                std::vector<u16> s_objects;
-                               s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
+                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
                                for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
                                        ServerActiveObject *current = s_env->getActiveObject(*iter);
                                        if ((self == 0) || (self != current)) {
@@ -371,33 +418,29 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        int loopcount = 0;
 
-       while(dtime > BS*1e-10)
-       {
+       while(dtime > BS * 1e-10) {
                //TimeTaker tt3("collisionMoveSimple dtime loop");
-        ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+               ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
 
                // Avoid infinite loop
                loopcount++;
-               if(loopcount >= 100)
-               {
-                       infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
-                       dtime = 0;
+               if (loopcount >= 100) {
+                       warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
                        break;
                }
 
                aabb3f movingbox = box_0;
-               movingbox.MinEdge += pos_f;
-               movingbox.MaxEdge += pos_f;
+               movingbox.MinEdge += *pos_f;
+               movingbox.MaxEdge += *pos_f;
 
                int nearest_collided = -1;
                f32 nearest_dtime = dtime;
-               u32 nearest_boxindex = -1;
+               int nearest_boxindex = -1;
 
                /*
                        Go through every nodebox, find nearest collision
                */
-               for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
-               {
+               for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
                        // Ignore if already stepped up this nodebox.
                        if(is_step_up[boxindex])
                                continue;
@@ -405,9 +448,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        // Find nearest collision of the two boxes (raytracing-like)
                        f32 dtime_tmp;
                        int collided = axisAlignedCollision(
-                                       cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
+                                       cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
 
-                       if(collided == -1 || dtime_tmp >= nearest_dtime)
+                       if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
 
                        nearest_dtime = dtime_tmp;
@@ -415,18 +458,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        nearest_boxindex = boxindex;
                }
 
-               if(nearest_collided == -1)
-               {
+               if (nearest_collided == -1) {
                        // No collision with any collision box.
-                       pos_f += speed_f * dtime;
+                       *pos_f += *speed_f * dtime;
                        dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
-               }
-               else
-               {
+               } else {
                        // Otherwise, a collision occurred.
 
                        const aabb3f& cbox = cboxes[nearest_boxindex];
-
                        // Check for stairs.
                        bool step_up = (nearest_collided != 1) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
@@ -440,79 +479,68 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
-                       if(nearest_dtime < 0)
-                       {
+                       if (nearest_dtime < 0) {
                                // Handle negative nearest_dtime (can be caused by the d allowance)
-                               if(!step_up)
-                               {
-                                       if(nearest_collided == 0)
-                                               pos_f.X += speed_f.X * nearest_dtime;
-                                       if(nearest_collided == 1)
-                                               pos_f.Y += speed_f.Y * nearest_dtime;
-                                       if(nearest_collided == 2)
-                                               pos_f.Z += speed_f.Z * nearest_dtime;
+                               if (!step_up) {
+                                       if (nearest_collided == 0)
+                                               pos_f->X += speed_f->X * nearest_dtime;
+                                       if (nearest_collided == 1)
+                                               pos_f->Y += speed_f->Y * nearest_dtime;
+                                       if (nearest_collided == 2)
+                                               pos_f->Z += speed_f->Z * nearest_dtime;
                                }
-                       }
-                       else
-                       {
-                               pos_f += speed_f * nearest_dtime;
+                       } else {
+                               *pos_f += *speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
 
                        bool is_collision = true;
-                       if(is_unloaded[nearest_boxindex])
+                       if (is_unloaded[nearest_boxindex])
                                is_collision = false;
 
                        CollisionInfo info;
-                       if (is_object[nearest_boxindex]) {
+                       if (is_object[nearest_boxindex])
                                info.type = COLLISION_OBJECT;
-                       }
-                       else {
+                       else
                                info.type = COLLISION_NODE;
-                       }
+
                        info.node_p = node_positions[nearest_boxindex];
                        info.bouncy = bouncy;
-                       info.old_speed = speed_f;
+                       info.old_speed = *speed_f;
 
                        // Set the speed component that caused the collision to zero
-                       if(step_up)
-                       {
+                       if (step_up) {
                                // Special case: Handle stairs
                                is_step_up[nearest_boxindex] = true;
                                is_collision = false;
-                       }
-                       else if(nearest_collided == 0) // X
-                       {
-                               if(fabs(speed_f.X) > BS*3)
-                                       speed_f.X *= bounce;
+                       } else if(nearest_collided == 0) { // X
+                               if (fabs(speed_f->X) > BS * 3)
+                                       speed_f->X *= bounce;
                                else
-                                       speed_f.X = 0;
+                                       speed_f->X = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
-                       else if(nearest_collided == 1) // Y
-                       {
-                               if(fabs(speed_f.Y) > BS*3)
-                                       speed_f.Y *= bounce;
+                       else if(nearest_collided == 1) { // Y
+                               if (fabs(speed_f->Y) > BS * 3)
+                                       speed_f->Y *= bounce;
                                else
-                                       speed_f.Y = 0;
+                                       speed_f->Y = 0;
                                result.collides = true;
-                       }
-                       else if(nearest_collided == 2) // Z
-                       {
-                               if(fabs(speed_f.Z) > BS*3)
-                                       speed_f.Z *= bounce;
+                       } else if(nearest_collided == 2) { // Z
+                               if (fabs(speed_f->Z) > BS * 3)
+                                       speed_f->Z *= bounce;
                                else
-                                       speed_f.Z = 0;
+                                       speed_f->Z = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
 
-                       info.new_speed = speed_f;
-                       if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
+                       info.new_speed = *speed_f;
+                       if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
                                is_collision = false;
 
-                       if(is_collision){
+                       if (is_collision) {
                                result.collisions.push_back(info);
                        }
                }
@@ -522,10 +550,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                Final touches: Check if standing on ground, step up stairs.
        */
        aabb3f box = box_0;
-       box.MinEdge += pos_f;
-       box.MaxEdge += pos_f;
-       for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
-       {
+       box.MinEdge += *pos_f;
+       box.MaxEdge += *pos_f;
+       for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
                const aabb3f& cbox = cboxes[boxindex];
 
                /*
@@ -537,23 +564,21 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                        Use 0.15*BS so that it is easier to get on a node.
                */
-               if(
-                               cbox.MaxEdge.X-d > box.MinEdge.X &&
-                               cbox.MinEdge.X+d < box.MaxEdge.X &&
-                               cbox.MaxEdge.Z-d > box.MinEdge.Z &&
-                               cbox.MinEdge.Z+d < box.MaxEdge.Z
-               ){
-                       if(is_step_up[boxindex])
-                       {
-                               pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
+               if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
+                               cbox.MaxEdge.Z - d > box.MinEdge.Z &&
+                               cbox.MinEdge.Z + d < box.MaxEdge.Z) {
+                       if (is_step_up[boxindex]) {
+                               pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
                                box = box_0;
-                               box.MinEdge += pos_f;
-                               box.MaxEdge += pos_f;
+                               box.MinEdge += *pos_f;
+                               box.MaxEdge += *pos_f;
                        }
-                       if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
-                       {
+                       if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
                                result.touching_ground = true;
-                               if(is_unloaded[boxindex])
+
+                               if (is_object[boxindex])
+                                       result.standing_on_object = true;
+                               if (is_unloaded[boxindex])
                                        result.standing_on_unloaded = true;
                        }
                }