]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Replace constant red hurt screen with fade out red
[dragonfireclient.git] / src / localplayer.cpp
index df668b36dee419b500cadf9cec2e5a16ac57df0c..751478213e13f0eb59f6d82440d1f6efc45bf5ac 100644 (file)
@@ -34,8 +34,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 LocalPlayer::LocalPlayer(IGameDef *gamedef):
        Player(gamedef),
+       isAttached(false),
+       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),
        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
@@ -55,9 +66,18 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
 
        v3f old_speed = m_speed;
 
-       // Skip collision detection if a special movement mode is used
+       // Copy parent position if local player is attached
+       if(isAttached)
+       {
+               setPosition(overridePosition);
+               return;
+       }
+
+       // Skip collision detection if noclip mode is used
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool free_move = fly_allowed && g_settings->getBool("free_move");
+       bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
        if(free_move)
        {
         position += m_speed * dtime;
@@ -139,20 +159,23 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists)
+       if(control.sneak && m_sneak_node_exists && !g_settings->getBool("free_move"))
        {
                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);
                
-               f32 min_y = lwn_f.Y + 0.5*BS;
-               if(position.Y < min_y)
+               if(!is_climbing)
                {
-                       position.Y = min_y;
+                       f32 min_y = lwn_f.Y + 0.5*BS;
+                       if(position.Y < min_y)
+                       {
+                               position.Y = min_y;
 
-                       if(m_speed.Y < 0)
-                               m_speed.Y = 0;
+                               if(m_speed.Y < 0)
+                                       m_speed.Y = 0;
+                       }
                }
        }
 
@@ -185,12 +208,30 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
     
-    bool standing_on_unloaded = result.standing_on_unloaded;
+    //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);
@@ -240,17 +281,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                }
                
                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
@@ -268,18 +301,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        /*
                Report collisions
        */
-       if(collision_info)
+       bool bouncy_jump = false;
+       // Dont report if flying
+       if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
        {
-               // 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);
@@ -290,11 +331,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
                MapNode n = map.getNodeNoEx(camera_np);
                if(n.getContent() != CONTENT_IGNORE){
-                       if(nodemgr->get(n).walkable){
+                       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;
+       if(itemgroup_get(f.groups, "disable_jump"))
+               m_can_jump = false;
 }
 
 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
@@ -313,7 +369,14 @@ void LocalPlayer::applyControl(float dtime)
        
        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());
        
@@ -336,35 +399,73 @@ void LocalPlayer::applyControl(float dtime)
        // Whether superspeed mode is used or not
        bool superspeed = false;
        
-       // If free movement and fast movement, always move fast
-       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)
+               // If free movement and fast movement, always move fast
+               if(free_move && fast_move)
+                       superspeed = true;
+               
+               // 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(!is_climbing)
+                       {
+                               // 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 && control.aux1)
+                                       speed.Y = -20*BS;
+                               else
+                                       speed.Y = -walkspeed_max;
+                                       setSpeed(speed);
+                       }
+                       else if(is_climbing)
+                       {
+                               v3f speed = getSpeed();
+                               speed.Y = -3*BS;
+                               setSpeed(speed);
+                       }
                }
        }
 
@@ -395,13 +496,23 @@ void LocalPlayer::applyControl(float dtime)
                if(free_move)
                {
                        v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = 20*BS;
-                       else
-                               speed.Y = walkspeed_max;
+                       
+                       if(g_settings->getBool("aux1_descends"))
+                       {
+                               if(fast_move)
+                                       speed.Y = 20*BS;
+                               else
+                                       speed.Y = walkspeed_max;
+                       } else {
+                               if(fast_move && control.aux1)
+                                       speed.Y = 20*BS;
+                               else
+                                       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
@@ -438,7 +549,7 @@ void LocalPlayer::applyControl(float dtime)
        // The speed of the player (Y is ignored)
        if(superspeed)
                speed = speed.normalize() * walkspeed_max * 5.0;
-       else if(control.sneak)
+       else if(control.sneak && !free_move)
                speed = speed.normalize() * walkspeed_max / 3.0;
        else
                speed = speed.normalize() * walkspeed_max;
@@ -446,7 +557,7 @@ void LocalPlayer::applyControl(float dtime)
        f32 inc = walk_acceleration * BS * dtime;
        
        // Faster acceleration if fast and free movement
-       if(free_move && fast_move)
+       if(free_move && fast_move && superspeed)
                inc = walk_acceleration * BS * dtime * 10;
        
        // Accelerate to target speed with maximum increment