light_color(255,255,255,255),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false),
+ m_need_to_get_new_sneak_node(true),
+ m_sneak_node_bb_ymax(0),
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),
m_cao(NULL)
{
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 &&
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
- physics_override_sneak)
- {
- f32 maxd = 0.5*BS + sneak_max;
+ 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)
- {
- 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 (!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;
}
}
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")
- {
+ 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")
- {
+ } 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)
- {
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+
+ 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;
+ f32 min_distance_f = 100000.0 * BS;
// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{
new_sneak_node = p;
}
- bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+ 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);
+ 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
/*
Report collisions
*/
- bool bouncy_jump = false;
+
// 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(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
- info.bouncy)
- bouncy_jump = true;
}
}
- if(bouncy_jump && control.jump){
- m_speed.Y += movement_speed_jump*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);
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;
+ }
}
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)