]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Fix bug that was leading to oversized tooltips containing multiline text when it...
[dragonfireclient.git] / src / localplayer.cpp
index cb183947a74d3108f74fddaace3396654768ec8b..dbd8c4a6113856c71400865ba153a0ef12eab1a2 100644 (file)
@@ -19,7 +19,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "localplayer.h"
 
-#include "main.h" // For g_settings
 #include "event.h"
 #include "collision.h"
 #include "gamedef.h"
@@ -43,23 +42,25 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
        last_pitch(0),
        last_yaw(0),
        last_keyPressed(0),
-       eye_offset_first(v3f(0,0,0)),
-       eye_offset_third(v3f(0,0,0)),
+       camera_impact(0.f),
        last_animation(NO_ANIM),
        hotbar_image(""),
        hotbar_selected_image(""),
        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)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
        hp = 0;
+       eye_offset_first = v3f(0,0,0);
+       eye_offset_third = v3f(0,0,0);
 }
 
 LocalPlayer::~LocalPlayer()
@@ -87,9 +88,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        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;
+       if (free_move) {
+               position += m_speed * dtime;
                setPosition(position);
                m_sneak_node_exists = false;
                return;
@@ -172,7 +172,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       sanity_check(d > pos_max_d);
 
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
@@ -181,28 +181,32 @@ void LocalPlayer::move(f32 dtime, Environment *env, 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 &&
                        !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
-                       physics_override_sneak)
-       {
-               f32 maxd = 0.5*BS + sneak_max;
+                       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)
-               {
-                       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;
                }
        }
 
+       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);
 
@@ -213,8 +217,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        v3f accel_f = v3f(0,0,0);
 
        collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
-                       pos_max_d, m_collisionbox, player_stepheight, dtime,
-                       position, m_speed, accel_f);
+               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
@@ -232,27 +236,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                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)
                {
@@ -300,11 +305,25 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                        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, &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
@@ -321,26 +340,16 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                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){
+       if(!result.standing_on_object && !touching_ground_was && touching_ground) {
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
 
@@ -373,6 +382,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        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)
@@ -409,11 +431,12 @@ void LocalPlayer::applyControl(float dtime)
        // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
        bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
        bool continuous_forward = g_settings->getBool("continuous_forward");
+       bool always_fly_fast = g_settings->getBool("always_fly_fast");
 
        // Whether superspeed mode is used or not
        bool superspeed = false;
 
-       if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
+       if (always_fly_fast && free_move && fast_move)
                superspeed = true;
 
        // Old descend control
@@ -471,7 +494,7 @@ void LocalPlayer::applyControl(float dtime)
                        if(free_move)
                        {
                                // In free movement mode, sneak descends
-                               if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
+                               if (fast_move && (control.aux1 || always_fly_fast))
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
@@ -494,15 +517,16 @@ void LocalPlayer::applyControl(float dtime)
                }
        }
 
-       if(continuous_forward)
+       if (continuous_forward)
                speedH += move_direction;
 
-       if(control.up)
-       {
-               if(continuous_forward)
-                       superspeed = true;
-               else
+       if (control.up) {
+               if (continuous_forward) {
+                       if (fast_move)
+                               superspeed = true;
+               } else {
                        speedH += move_direction;
+               }
        }
        if(control.down)
        {
@@ -518,11 +542,9 @@ void LocalPlayer::applyControl(float dtime)
        }
        if(control.jump)
        {
-               if(free_move)
-               {
-                       if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
-                       {
-                               if(fast_move)
+               if (free_move) {
+                       if (g_settings->getBool("aux1_descends") || always_fly_fast) {
+                               if (fast_move)
                                        speedV.Y = movement_speed_fast;
                                else
                                        speedV.Y = movement_speed_walk;
@@ -604,3 +626,36 @@ v3s16 LocalPlayer::getStandingNodePos()
        return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }
 
+// Horizontal acceleration (X and Z), Y direction is ignored
+void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
+{
+        if (max_increase == 0)
+                return;
+
+        v3f d_wanted = target_speed - m_speed;
+        d_wanted.Y = 0;
+        f32 dl = d_wanted.getLength();
+        if (dl > max_increase)
+                dl = max_increase;
+
+        v3f d = d_wanted.normalize() * dl;
+
+        m_speed.X += d.X;
+        m_speed.Z += d.Z;
+}
+
+// Vertical acceleration (Y), X and Z directions are ignored
+void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
+{
+        if (max_increase == 0)
+                return;
+
+        f32 d_wanted = target_speed.Y - m_speed.Y;
+        if (d_wanted > max_increase)
+                d_wanted = max_increase;
+        else if (d_wanted < -max_increase)
+                d_wanted = -max_increase;
+
+        m_speed.Y += d_wanted;
+}
+