*/
#include "localplayer.h"
+
#include "main.h" // For g_settings
#include "event.h"
#include "collision.h"
#include "nodedef.h"
#include "settings.h"
#include "map.h"
+#include "util/numeric.h"
/*
LocalPlayer
LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
m_sneak_node(32767,32767,32767),
- m_sneak_node_exists(false)
+ m_sneak_node_exists(false),
+ m_old_node_below(32767,32767,32767),
+ m_old_node_below_type("air"),
+ m_need_to_get_new_sneak_node(true),
+ m_can_jump(false)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
INodeDefManager *nodemgr = m_gamedef->ndef();
v3f position = getPosition();
- v3f oldpos = position;
- v3s16 oldpos_i = floatToInt(oldpos, BS);
v3f old_speed = m_speed;
- /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
- <<oldpos_i.Z<<")"<<std::endl;*/
-
- /*
- Calculate new position
- */
- position += m_speed * dtime;
-
// Skip collision detection if a special movement mode is used
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
if(free_move)
{
+ position += m_speed * dtime;
setPosition(position);
return;
}
Collision detection
*/
- // Player position in nodes
- v3s16 pos_i = floatToInt(position, BS);
-
/*
Check if player is in water (the oscillating value)
*/
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
- /*
- If sneaking, player has larger collision radius to keep from
- falling
- */
- /*if(control.sneak)
- player_radius = sneak_max + d*1.1;*/
-
/*
If sneaking, keep in range from the last walked node and don't
fall off from it
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);
- f32 min_y = lwn_f.Y + 0.5*BS;
- if(position.Y < min_y)
+ if(!is_climbing)
{
- position.Y = min_y;
-
- //v3f old_speed = m_speed;
-
- if(m_speed.Y < 0)
- m_speed.Y = 0;
-
- /*if(collision_info)
+ f32 min_y = lwn_f.Y + 0.5*BS;
+ if(position.Y < min_y)
{
- // Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1)
- {
- CollisionInfo info;
- info.t = COLLISION_FALL;
- info.speed = m_speed.Y - old_speed.Y;
- collision_info->push_back(info);
- }
- }*/
+ position.Y = min_y;
+
+ if(m_speed.Y < 0)
+ m_speed.Y = 0;
+ }
}
}
Calculate player collision box (new and old)
*/
core::aabbox3d<f32> playerbox(
- position.X - player_radius,
- position.Y - 0.0,
- position.Z - player_radius,
- position.X + player_radius,
- position.Y + player_height,
- position.Z + player_radius
- );
- core::aabbox3d<f32> playerbox_old(
- oldpos.X - player_radius,
- oldpos.Y - 0.0,
- oldpos.Z - player_radius,
- oldpos.X + player_radius,
- oldpos.Y + player_height,
- oldpos.Z + player_radius
+ -player_radius,
+ 0.0,
+ -player_radius,
+ player_radius,
+ player_height,
+ player_radius
);
+ float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
+
+ v3f accel_f = v3f(0,0,0);
+
+ collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
+ pos_max_d, playerbox, 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 = false;
-
- /*std::cout<<"Checking collisions for ("
- <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
- <<") -> ("
- <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
- <<"):"<<std::endl;*/
-
- bool standing_on_unloaded = false;
-
- /*
- Go through every node around the player
- */
- for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
- for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
- for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
- {
- bool is_unloaded = false;
- try{
- // Player collides into walkable nodes
- if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
- continue;
- }
- catch(InvalidPositionException &e)
- {
- is_unloaded = true;
- // Doing nothing here will block the player from
- // walking over map borders
- }
-
- core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-
- /*
- See if the player is touching ground.
-
- Player touches ground if player's minimum Y is near node's
- maximum Y and player's X-Z-area overlaps with the node's
- X-Z-area.
-
- Use 0.15*BS so that it is easier to get on a node.
- */
- if(
- //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
- && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
- && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
- && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
- && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
- ){
- touching_ground = true;
- if(is_unloaded)
- standing_on_unloaded = true;
- }
-
- // If player doesn't intersect with node, ignore node.
- if(playerbox.intersectsWithBox(nodebox) == false)
- continue;
-
- /*
- Go through every axis
- */
- v3f dirs[3] = {
- v3f(0,0,1), // back-front
- v3f(0,1,0), // top-bottom
- v3f(1,0,0), // right-left
- };
- for(u16 i=0; i<3; i++)
- {
- /*
- Calculate values along the axis
- */
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
- f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
- f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
- /*
- Check collision for the axis.
- Collision happens when player is going through a surface.
- */
- /*f32 neg_d = d;
- f32 pos_d = d;
- // Make it easier to get on top of a node
- if(i == 1)
- neg_d = 0.15*BS;
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + neg_d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - pos_d
- && m_speed.dotProduct(dirs[i]) > 0);*/
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0);
- bool main_axis_collides =
- negative_axis_collides || positive_axis_collides;
-
- /*
- Check overlap of player and node in other axes
- */
- bool other_axes_overlap = true;
- for(u16 j=0; j<3; j++)
- {
- if(j == i)
- continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > playermin && nodemin + d < playermax))
- {
- other_axes_overlap = false;
- break;
- }
- }
-
- /*
- If this is a collision, revert the position in the main
- direction.
- */
- if(other_axes_overlap && main_axis_collides)
- {
- //v3f old_speed = m_speed;
-
- m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
- position -= position.dotProduct(dirs[i]) * dirs[i];
- position += oldpos.dotProduct(dirs[i]) * dirs[i];
-
- /*if(collision_info)
- {
- // Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1)
- {
- CollisionInfo info;
- info.t = COLLISION_FALL;
- info.speed = m_speed.Y - old_speed.Y;
- collision_info->push_back(info);
- }
- }*/
- }
-
- }
- } // xyz
+ 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.
+ player is sneaking from, if any. If the node from under
+ the player has been removed, the player falls.
*/
+ v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), 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)
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
v2f player_p2df(position.X, position.Z);
}
bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
-
- if(control.sneak && m_sneak_node_exists)
- {
- if(sneak_node_found)
- m_sneak_node = new_sneak_node;
- }
- else
- {
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = sneak_node_found;
- }
+
+ m_sneak_node = new_sneak_node;
+ m_sneak_node_exists = sneak_node_found;
/*
If sneaking, the player's collision box can be in air, so
/*
Report collisions
*/
+ bool bouncy_jump = false;
if(collision_info)
{
- // Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
- {
- CollisionInfo info;
- info.t = COLLISION_FALL;
- info.speed = m_speed.Y - old_speed.Y;
+ for(size_t i=0; i<result.collisions.size(); i++){
+ const CollisionInfo &info = result.collisions[i];
collision_info->push_back(info);
+ if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
+ info.bouncy)
+ bouncy_jump = true;
}
}
+ if(bouncy_jump && control.jump){
+ m_speed.Y += 6.5*BS;
+ touching_ground = false;
+ MtEvent *e = new SimpleTriggerEvent("PlayerJump");
+ m_gamedef->event()->put(e);
+ }
+
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
}
}
}
+
+ /*
+ 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;
+ if(itemgroup_get(f.groups, "disable_jump"))
+ m_can_jump = false;
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
if(free_move && fast_move)
superspeed = true;
- // Auxiliary button 1 (E)
- if(control.aux1)
+ // Old descend control
+ if(g_settings->getBool("aux1_descends"))
{
- if(free_move)
+ // Auxiliary button 1 (E)
+ if(control.aux1)
{
- // In free movement mode, aux1 descends
- v3f speed = getSpeed();
- if(fast_move)
- speed.Y = -20*BS;
+ if(free_move)
+ {
+ // In free movement mode, aux1 descends
+ v3f speed = getSpeed();
+ if(fast_move)
+ speed.Y = -20*BS;
+ else
+ speed.Y = -walkspeed_max;
+ setSpeed(speed);
+ }
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = -3*BS;
+ setSpeed(speed);
+ }
else
- speed.Y = -walkspeed_max;
- setSpeed(speed);
+ {
+ // If not free movement but fast is allowed, aux1 is
+ // "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
}
- else if(is_climbing)
+ }
+ // New minecraft-like descend control
+ else
+ {
+ // Auxiliary button 1 (E)
+ if(control.aux1)
{
- v3f speed = getSpeed();
- speed.Y = -3*BS;
- setSpeed(speed);
+ if(!free_move && !is_climbing)
+ {
+ // If not free movement but fast is allowed, aux1 is
+ // "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
}
- else
+
+ if(control.sneak)
{
- // If not free movement but fast is allowed, aux1 is
- // "Turbo button"
- if(fast_move)
- superspeed = true;
+ if(free_move)
+ {
+ // In free movement mode, sneak descends
+ v3f speed = getSpeed();
+ if(fast_move)
+ speed.Y = -20*BS;
+ else
+ speed.Y = -walkspeed_max;
+ setSpeed(speed);
+ }
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = -3*BS;
+ setSpeed(speed);
+ }
}
}
speed.Y = walkspeed_max;
setSpeed(speed);
}
- else if(touching_ground)
+ else if(m_can_jump)
{
/*
NOTE: The d value in move() affects jump height by