]> git.lizzy.rs Git - minetest.git/blobdiff - src/localplayer.cpp
Remove legacy unused define DIGGING_PARTICLES_AMOUNT
[minetest.git] / src / localplayer.cpp
index 9fb5e7642996d20798c3bdde351f70e07cfa07d5..ab44f155f13a1fb51ed2726d6f09cbf78e618c8e 100644 (file)
@@ -48,7 +48,8 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
        physics_override_jump(1.0f),
        physics_override_gravity(1.0f),
        physics_override_sneak(true),
-       physics_override_sneak_glitch(true),
+       physics_override_sneak_glitch(false),
+       physics_override_new_move(true),  // Temporary option for old move code
        overridePosition(v3f(0,0,0)),
        last_position(v3f(0,0,0)),
        last_speed(v3f(0,0,0)),
@@ -66,9 +67,12 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
        hurt_tilt_strength(0.0f),
        m_position(0,0,0),
        m_sneak_node(32767,32767,32767),
+       m_sneak_node_bb_ymax(0),  // To support temporary option for old move code
+       m_sneak_node_bb_top(0,0,0,0,0,0),
        m_sneak_node_exists(false),
        m_need_to_get_new_sneak_node(true),
-       m_sneak_node_bb_top(0,0,0,0,0,0),
+       m_sneak_ladder_detected(false),
+       m_ledge_detected(false),
        m_old_node_below(32767,32767,32767),
        m_old_node_below_type("air"),
        m_can_jump(false),
@@ -91,7 +95,7 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_d=1/16*BS)
+static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
 {
        aabb3f b_max;
        b_max.reset(-BS, -BS, -BS);
@@ -106,9 +110,82 @@ static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_
        return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
 }
 
+#define GETNODE(map, p3, v2, y, valid) \
+       (map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
+
+// pos is the node the player is standing inside(!)
+static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+{
+       // Detects a structure known as "sneak ladder" or "sneak elevator"
+       // that relies on bugs to provide a fast means of vertical transportation,
+       // the bugs have since been fixed but this function remains to keep it working.
+       // NOTE: This is just entirely a huge hack and causes way too many problems.
+       bool is_valid_position;
+       MapNode node;
+       // X/Z vectors for 4 neighboring nodes
+       static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
+
+       for (u16 i = 0; i < ARRLEN(vecs); i++) {
+               const v2s16 vec = vecs[i];
+
+               // walkability of bottom & top node should differ
+               node = GETNODE(map, pos, vec, 0, &is_valid_position);
+               if (!is_valid_position)
+                       continue;
+               bool w = nodemgr->get(node).walkable;
+               node = GETNODE(map, pos, vec, 1, &is_valid_position);
+               if (!is_valid_position || w == nodemgr->get(node).walkable)
+                       continue;
+
+               // check one more node above OR below with corresponding walkability
+               node = GETNODE(map, pos, vec, -1, &is_valid_position);
+               bool ok = is_valid_position && w != nodemgr->get(node).walkable;
+               if (!ok) {
+                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
+                       ok = is_valid_position && w == nodemgr->get(node).walkable;
+               }
+
+               if (ok)
+                       return true;
+       }
+
+       return false;
+}
+
+static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+{
+       bool is_valid_position;
+       MapNode node;
+       // X/Z vectors for 4 neighboring nodes
+       static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
+
+       for (u16 i = 0; i < ARRLEN(vecs); i++) {
+               const v2s16 vec = vecs[i];
+
+               node = GETNODE(map, pos, vec, 1, &is_valid_position);
+               if (is_valid_position && nodemgr->get(node).walkable) {
+                       // Ledge exists
+                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
+                       if (is_valid_position && !nodemgr->get(node).walkable)
+                               // Space above ledge exists
+                               return true;
+               }
+       }
+
+       return false;
+}
+
+#undef GETNODE
+
 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::vector<CollisionInfo> *collision_info)
 {
+       // Temporary option for old move code
+       if (!physics_override_new_move) {
+               old_move(dtime, env, pos_max_d, collision_info);
+               return;
+       }
+
        Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_client->ndef();
 
@@ -216,13 +293,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        // Max. distance (X, Z) over border for sneaking determined by collision box
        // * 0.49 to keep the center just barely on the node
        v3f sneak_max = m_collisionbox.getExtent() * 0.49;
+       if (m_sneak_ladder_detected) {
+               // restore legacy behaviour (this makes the m_speed.Y hack necessary)
+               sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
+       }
 
        /*
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
        if (control.sneak && m_sneak_node_exists &&
-                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       !(fly_allowed && g_settings->getBool("free_move")) &&
+                       !in_liquid && !is_climbing &&
                        physics_override_sneak && !got_teleported) {
                v3f sn_f = intToFloat(m_sneak_node, BS);
                const v3f bmin = m_sneak_node_bb_top.MinEdge;
@@ -232,8 +314,16 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X);
                position.Z = rangelim(position.Z,
                                sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
-               // Because we keep the player collision box on the node,
-               // limiting position.Y is not necessary
+
+               // Because we keep the player collision box on the node, limiting
+               // position.Y is not necessary but useful to prevent players from
+               // being inside a node if sneaking on e.g. the lower part of a stair
+               if (!m_sneak_ladder_detected) {
+                       position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y);
+               } else {
+                       // legacy behaviour that sometimes causes some weird slow sinking
+                       m_speed.Y = MYMAX(m_speed.Y, 0);
+               }
        }
 
        if (got_teleported)
@@ -261,14 +351,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
 
-    //bool standing_on_unloaded = result.standing_on_unloaded;
-
        // We want the top of the sneak node to be below the players feet
        f32 position_y_mod;
        if (m_sneak_node_exists)
                position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
        else
-               position_y_mod = (1.0 - 0.05) * BS;
+               position_y_mod = (0.5 - 0.05) * BS;
        v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
        /*
                Check the nodes under the player to see from which node the
@@ -289,14 +377,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        }
 
        if (m_need_to_get_new_sneak_node && physics_override_sneak) {
-               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;
                v3s16 new_sneak_node = m_sneak_node;
                for(s16 x=-1; x<=1; x++)
                for(s16 z=-1; z<=1; z++)
                {
-                       v3s16 p = pos_i_bottom + v3s16(x,0,z);
+                       v3s16 p = current_node + v3s16(x,0,z);
                        v3f pf = intToFloat(p, BS);
                        v2f node_p2df(pf.X, pf.Z);
                        f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
@@ -309,17 +396,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
 
                        // The node to be sneaked on has to be walkable
                        node = map->getNodeNoEx(p, &is_valid_position);
-                       if (!is_valid_position || nodemgr->get(node).walkable == false)
-                               continue;
-                       // And the node above it has to be nonwalkable
-                       node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
-                       if (!is_valid_position || nodemgr->get(node).walkable)
+                       if (!is_valid_position || !nodemgr->get(node).walkable)
                                continue;
+                       // And the node(s) above have to be nonwalkable
+                       bool ok = true;
                        if (!physics_override_sneak_glitch) {
-                               node = map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
-                               if (!is_valid_position || nodemgr->get(node).walkable)
-                                       continue;
+                               u16 height = ceilf(
+                                               (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
+                               );
+                               for (u16 y = 1; y <= height; y++) {
+                                       node = map->getNodeNoEx(p + v3s16(0,y,0), &is_valid_position);
+                                       if (!is_valid_position || nodemgr->get(node).walkable) {
+                                               ok = false;
+                                               break;
+                                       }
+                               }
+                       } else {
+                               // legacy behaviour: check just one node
+                               node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
+                               ok = is_valid_position && !nodemgr->get(node).walkable;
                        }
+                       if (!ok)
+                               continue;
 
                        min_distance_f = distance_f;
                        new_sneak_node = p;
@@ -329,15 +427,27 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                m_sneak_node = new_sneak_node;
                m_sneak_node_exists = sneak_node_found;
 
-               // Update saved top bounding box of sneak node
                if (sneak_node_found) {
+                       // Update saved top bounding box of sneak node
                        MapNode n = map->getNodeNoEx(m_sneak_node);
                        std::vector<aabb3f> nodeboxes;
                        n.getCollisionBoxes(nodemgr, &nodeboxes);
                        m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
+
+                       m_sneak_ladder_detected = physics_override_sneak_glitch &&
+                                       detectSneakLadder(map, nodemgr, floatToInt(position, BS));
+               } else {
+                       m_sneak_ladder_detected = false;
                }
        }
 
+       /*
+               If 'sneak glitch' enabled detect ledge for old sneak-jump
+               behaviour of climbing onto a ledge 2 nodes up.
+       */
+       if (physics_override_sneak_glitch && control.sneak && control.jump)
+               m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
+
        /*
                Set new position
        */
@@ -386,8 +496,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
        // Determine if jumping is possible
        m_can_jump = touching_ground && !in_liquid;
-       if(itemgroup_get(f.groups, "disable_jump"))
+       if (itemgroup_get(f.groups, "disable_jump"))
                m_can_jump = false;
+       else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
+               m_can_jump = true;
+
        // 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) {
@@ -574,10 +687,18 @@ void LocalPlayer::applyControl(float dtime)
                                at its starting value
                        */
                        v3f speedJ = getSpeed();
-                       if(speedJ.Y >= -0.5 * BS)
-                       {
-                               speedJ.Y = movement_speed_jump * physics_override_jump;
-                               setSpeed(speedJ);
+                       if(speedJ.Y >= -0.5 * BS) {
+                               if (m_ledge_detected) {
+                                       // Limit jump speed to a minimum that allows
+                                       // jumping up onto a ledge 2 nodes up.
+                                       speedJ.Y = movement_speed_jump *
+                                                       MYMAX(physics_override_jump, 1.3f);
+                                       setSpeed(speedJ);
+                                       m_ledge_detected = false;
+                               } else {
+                                       speedJ.Y = movement_speed_jump * physics_override_jump;
+                                       setSpeed(speedJ);
+                               }
 
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
                                m_client->event()->put(e);
@@ -693,3 +814,304 @@ void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_incr
         m_speed.Y += d_wanted;
 }
 
+// Temporary option for old move code
+void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::vector<CollisionInfo> *collision_info)
+{
+       Map *map = &env->getMap();
+       INodeDefManager *nodemgr = m_client->ndef();
+
+       v3f position = getPosition();
+
+       // Copy parent position if local player is attached
+       if (isAttached) {
+               setPosition(overridePosition);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       // Skip collision detection if noclip mode is used
+       bool fly_allowed = m_client->checkLocalPrivilege("fly");
+       bool noclip = m_client->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
+       if (free_move) {
+               position += m_speed * dtime;
+               setPosition(position);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       /*
+               Collision detection
+       */
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
+       /*
+               Check if player is in liquid (the oscillating value)
+       */
+       if (in_liquid) {
+               // If in liquid, the threshold of coming out is at higher y
+               pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       } else {
+               // If not in liquid, the threshold of going in is at lower y
+               pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       }
+
+       /*
+               Check if player is in liquid (the stable value)
+       */
+       pp = floatToInt(position + v3f(0, 0, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position)
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       else
+               in_liquid_stable = false;
+
+       /*
+               Check if player is climbing
+       */
+       pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2))
+               is_climbing = false;
+       else
+               is_climbing = (nodemgr->get(node.getContent()).climbable ||
+                               nodemgr->get(node2.getContent()).climbable) && !free_move;
+
+       /*
+               Collision uncertainty radius
+               Make it a bit larger than the maximum distance of movement
+       */
+       //f32 d = pos_max_d * 1.1;
+       // A fairly large value in here makes moving smoother
+       f32 d = 0.15 * BS;
+       // This should always apply, otherwise there are glitches
+       sanity_check(d > pos_max_d);
+       // Maximum distance over border for sneaking
+       f32 sneak_max = BS * 0.4;
+
+       /*
+               If sneaking, keep in range from the last walked node and don't
+               fall off from it
+       */
+       if (control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak && !got_teleported) {
+               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) {
+                       // 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;
+               }
+       }
+
+       if (got_teleported)
+               got_teleported = false;
+
+       // this shouldn't be hardcoded but transmitted from server
+       float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
+
+#ifdef __ANDROID__
+       player_stepheight += (0.6 * BS);
+#endif
+
+       v3f accel_f = v3f(0, 0, 0);
+
+       collisionMoveResult result = collisionMoveSimple(env, m_client,
+               pos_max_d, m_collisionbox, 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 = 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.  If the node from under
+               the player has been removed, the player falls.
+       */
+       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") {
+               // 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) {
+               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;
+               // If already seeking from some node, compare to it.
+               v3s16 new_sneak_node = m_sneak_node;
+               for (s16 x= -1; x <= 1; x++)
+               for (s16 z= -1; z <= 1; z++) {
+                       v3s16 p = pos_i_bottom + v3s16(x, 0, z);
+                       v3f pf = intToFloat(p, BS);
+                       v2f node_p2df(pf.X, pf.Z);
+                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+                       f32 max_axis_distance_f = MYMAX(
+                                       fabs(player_p2df.X - node_p2df.X),
+                                       fabs(player_p2df.Y - node_p2df.Y));
+
+                       if (distance_f > min_distance_f ||
+                                       max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
+                               continue;
+
+                       // The node to be sneaked on has to be walkable
+                       node = map->getNodeNoEx(p, &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable == false)
+                               continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable)
+                               continue;
+                       // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
+                       }
+
+                       min_distance_f = distance_f;
+                       new_sneak_node = p;
+               }
+
+               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, &nodeboxes);
+                       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
+               */
+               if (sneak_node_found && control.sneak)
+                       touching_ground = true;
+       }
+
+       /*
+               Set new position
+       */
+       setPosition(position);
+
+       /*
+               Report collisions
+       */
+       // 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 (!result.standing_on_object && !touching_ground_was && touching_ground) {
+               MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+               m_client->event()->put(e);
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
+       }
+
+       {
+               camera_barely_in_ceiling = false;
+               v3s16 camera_np = floatToInt(getEyePosition(), BS);
+               MapNode n = map->getNodeNoEx(camera_np);
+               if (n.getContent() != CONTENT_IGNORE) {
+                       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 && !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;
+       }
+}