]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Update Lua API documentation to include minetest.get_modnames()
[dragonfireclient.git] / src / localplayer.cpp
index 2bd62dabf6f70d65d8ce684506dc9a63d3592bba..c1bfa34221b829b660c0a9dab1e422dc2238d0c6 100644 (file)
@@ -35,7 +35,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 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)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -52,24 +55,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        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;
        }
@@ -78,9 +72,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Collision detection
        */
        
-       // Player position in nodes
-       v3s16 pos_i = floatToInt(position, BS);
-       
        /*
                Check if player is in water (the oscillating value)
        */
@@ -147,13 +138,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        // 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
@@ -170,22 +154,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                {
                        position.Y = min_y;
 
-                       //v3f old_speed = m_speed;
-
                        if(m_speed.Y < 0)
                                m_speed.Y = 0;
-
-                       /*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);
-                               }
-                       }*/
                }
        }
 
@@ -193,22 +163,22 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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.
@@ -216,159 +186,32 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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);
@@ -418,17 +261,9 @@ 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
@@ -473,6 +308,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                        }
                }
        }
+
+       /*
+               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;
 }
 
 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)