]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
[clang-tidy] Promote some performance-* as a coding error (#7194)
[dragonfireclient.git] / src / localplayer.cpp
index 37aef7afe88beaafab0da029c94368bccfd12a49..de32c6f2b113f6670e616adccefbc72ebbc709c8 100644 (file)
@@ -18,7 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "localplayer.h"
-
+#include <cmath>
 #include "event.h"
 #include "collision.h"
 #include "nodedef.h"
@@ -34,153 +34,146 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 LocalPlayer::LocalPlayer(Client *client, const char *name):
        Player(name, client->idef()),
-       parent(0),
-       hp(PLAYER_MAX_HP),
-       isAttached(false),
-       touching_ground(false),
-       in_liquid(false),
-       in_liquid_stable(false),
-       liquid_viscosity(0),
-       is_climbing(false),
-       swimming_vertical(false),
-       // Movement overrides are multipliers and must be 1 by default
-       physics_override_speed(1.0f),
-       physics_override_jump(1.0f),
-       physics_override_gravity(1.0f),
-       physics_override_sneak(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)),
-       last_pitch(0),
-       last_yaw(0),
-       last_keyPressed(0),
-       last_camera_fov(0),
-       last_wanted_range(0),
-       camera_impact(0.f),
-       makes_footstep_sound(true),
-       last_animation(NO_ANIM),
-       hotbar_image(""),
-       hotbar_selected_image(""),
-       light_color(255,255,255,255),
-       hurt_tilt_timer(0.0f),
-       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_ladder_detected(false),
-       m_ledge_detected(false),
-       m_old_node_below(32767,32767,32767),
-       m_old_node_below_type("air"),
-       m_can_jump(false),
-       m_breath(PLAYER_MAX_BREATH),
-       m_yaw(0),
-       m_pitch(0),
-       camera_barely_in_ceiling(false),
-       m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
-       m_cao(NULL),
        m_client(client)
 {
-       // 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()
+static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
 {
-}
+       if (nodeboxes.empty())
+               return aabb3f(0, 0, 0, 0, 0, 0);
 
-static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
-{
        aabb3f b_max;
-       b_max.reset(-BS, -BS, -BS);
-       for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
-                       it != nodeboxes.end(); ++it) {
-               aabb3f box = *it;
-               if (box.MaxEdge.Y > b_max.MaxEdge.Y)
-                       b_max = box;
-               else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
-                       b_max.addInternalBox(box);
-       }
-       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)
+       std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
+       b_max = aabb3f(it->MinEdge, it->MaxEdge);
+
+       ++it;
+       for (; it != nodeboxes.end(); ++it)
+               b_max.addInternalBox(*it);
 
-// pos is the node the player is standing inside(!)
-static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+       return b_max;
+}
+
+bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
+               const v3f &sneak_max)
 {
-       // 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;
+       static const v3s16 dir9_center[9] = {
+               v3s16( 0, 0,  0),
+               v3s16( 1, 0,  0),
+               v3s16(-1, 0,  0),
+               v3s16( 0, 0,  1),
+               v3s16( 0, 0, -1),
+               v3s16( 1, 0,  1),
+               v3s16(-1, 0,  1),
+               v3s16( 1, 0, -1),
+               v3s16(-1, 0, -1)
+       };
+
+       const NodeDefManager *nodemgr = m_client->ndef();
        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) };
+       bool is_valid_position;
+       bool new_sneak_node_exists = m_sneak_node_exists;
+
+       // We want the top of the sneak node to be below the players feet
+       f32 position_y_mod = 0.05 * BS;
+       if (m_sneak_node_exists)
+               position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
 
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // Get position of current standing node
+       const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
 
-               // 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)
+       if (current_node != m_sneak_node) {
+               new_sneak_node_exists = false;
+       } else {
+               node = map->getNodeNoEx(current_node, &is_valid_position);
+               if (!is_valid_position || !nodemgr->get(node).walkable)
+                       new_sneak_node_exists = false;
+       }
+
+       // Keep old sneak node
+       if (new_sneak_node_exists)
+               return true;
+
+       // Get new sneak node
+       m_sneak_ladder_detected = false;
+       f32 min_distance_f = 100000.0 * BS;
+
+       for (const auto &d : dir9_center) {
+               const v3s16 p = current_node + d;
+               const v3f pf = intToFloat(p, BS);
+               const v2f diff(position.X - pf.X, position.Z - pf.Z);
+               f32 distance_f = diff.getLength();
+
+               if (distance_f > min_distance_f ||
+                               fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
+                               fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
                        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;
+
+               // 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)
+                       continue;
+               // And the node(s) above have to be nonwalkable
+               bool ok = true;
+               if (!physics_override_sneak_glitch) {
+                       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;
 
-               if (ok)
-                       return true;
+               min_distance_f = distance_f;
+               m_sneak_node = p;
+               new_sneak_node_exists = 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)};
+       if (!new_sneak_node_exists)
+               return false;
 
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // Update saved top bounding box of sneak node
+       node = map->getNodeNoEx(m_sneak_node);
+       std::vector<aabb3f> nodeboxes;
+       node.getCollisionBoxes(nodemgr, &nodeboxes);
+       m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
 
-               node = GETNODE(map, pos, vec, 1, &is_valid_position);
+       if (physics_override_sneak_glitch) {
+               // Detect sneak ladder:
+               // Node two meters above sneak node must be solid
+               node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
+                       &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;
+                       // Node three meters above: must be non-solid
+                       node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
+                               &is_valid_position);
+                       m_sneak_ladder_detected = is_valid_position &&
+                               !nodemgr->get(node).walkable;
                }
        }
-
-       return false;
+       return true;
 }
 
-#undef GETNODE
-
 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::vector<CollisionInfo> *collision_info)
 {
+       if (!collision_info || collision_info->empty()) {
+               // Node below the feet, update each ClientEnvironment::step()
+               m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
+       }
+
        // Temporary option for old move code
        if (!physics_override_new_move) {
                old_move(dtime, env, pos_max_d, collision_info);
@@ -188,15 +181,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        }
 
        Map *map = &env->getMap();
-       INodeDefManager *nodemgr = m_client->ndef();
+       const NodeDefManager *nodemgr = m_client->ndef();
 
        v3f position = getPosition();
 
        // Copy parent position if local player is attached
-       if(isAttached)
-       {
+       if (isAttached) {
                setPosition(overridePosition);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -204,11 +195,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        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) {
+       bool free_move = g_settings->getBool("free_move") && fly_allowed;
+
+       if (noclip && free_move) {
                position += m_speed * dtime;
                setPosition(position);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -279,7 +270,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
-
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -291,49 +281,113 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        sanity_check(d > pos_max_d);
 
+       // Player object property step height is multiplied by BS in
+       // /src/script/common/c_content.cpp and /src/content_sao.cpp
+       float player_stepheight = (m_cao == nullptr) ? 0.0f :
+               (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
+
+       // TODO this is a problematic hack.
+       // Use a better implementation for autojump, or apply a custom stepheight
+       // to all players, as this currently creates unintended special movement
+       // abilities and advantages for Android players on a server.
+#ifdef __ANDROID__
+       if (touching_ground)
+               player_stepheight += (0.6f * 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);
+
+       bool could_sneak = control.sneak && !free_move && !in_liquid &&
+               !is_climbing && physics_override_sneak;
+
+       // Add new collisions to the vector
+       if (collision_info && !free_move) {
+               v3f diff = intToFloat(m_standing_node, BS) - position;
+               f32 distance = diff.getLength();
+               // Force update each ClientEnvironment::step()
+               bool is_first = collision_info->empty();
+
+               for (const auto &colinfo : result.collisions) {
+                       collision_info->push_back(colinfo);
+
+                       if (colinfo.type != COLLISION_NODE ||
+                                       colinfo.new_speed.Y != 0 ||
+                                       (could_sneak && m_sneak_node_exists))
+                               continue;
+
+                       diff = intToFloat(colinfo.node_p, BS) - position;
+
+                       // Find nearest colliding node
+                       f32 len = diff.getLength();
+                       if (is_first || len < distance) {
+                               m_standing_node = colinfo.node_p;
+                               distance = len;
+                       }
+               }
+       }
+
+       /*
+               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 sneak_can_jump = false;
+
        // 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 sneaking, keep on top of last walked node and don't fall off
        */
-       if (control.sneak && m_sneak_node_exists &&
-                       !(fly_allowed && g_settings->getBool("free_move")) &&
-                       !in_liquid && !is_climbing &&
-                       physics_override_sneak) {
+       if (could_sneak && m_sneak_node_exists) {
                const v3f sn_f = intToFloat(m_sneak_node, BS);
                const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
                const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
                const v3f old_pos = position;
                const v3f old_speed = m_speed;
+               f32 y_diff = bmax.Y - position.Y;
+               m_standing_node = m_sneak_node;
 
-               position.X = rangelim(position.X,
+               // (BS * 0.6f) is the basic stepheight while standing on ground
+               if (y_diff < BS * 0.6f) {
+                       // Only center player when they're on the node
+                       position.X = rangelim(position.X,
                                bmin.X - sneak_max.X, bmax.X + sneak_max.X);
-               position.Z = rangelim(position.Z,
+                       position.Z = rangelim(position.Z,
                                bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
 
-               if (position.X != old_pos.X)
-                       m_speed.X = 0;
-               if (position.Z != old_pos.Z)
-                       m_speed.Z = 0;
+                       if (position.X != old_pos.X)
+                               m_speed.X = 0;
+                       if (position.Z != old_pos.Z)
+                               m_speed.Z = 0;
+               }
 
-               // 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, bmax.Y);
-               } else {
-                       // legacy behaviour that sometimes causes some weird slow sinking
-                       m_speed.Y = MYMAX(m_speed.Y, 0);
+               if (y_diff > 0 && m_speed.Y < 0 &&
+                               (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
+                       // Move player to the maximal height when falling or when
+                       // the ledge is climbed on the next step.
+                       position.Y = bmax.Y;
+                       m_speed.Y = 0;
                }
 
-               if (collision_info != NULL &&
+               // Allow jumping on node edges while sneaking
+               if (m_speed.Y == 0 || m_sneak_ladder_detected)
+                       sneak_can_jump = true;
+
+               if (collision_info &&
                                m_speed.Y - old_speed.Y > BS) {
                        // Collide with sneak node, report fall damage
                        CollisionInfo sn_info;
@@ -344,149 +398,26 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                }
        }
 
-       float player_stepheight = (m_cao == 0) ? 0.0 :
-                               (touching_ground ?
-                               (m_cao->getStepheight() * BS) :
-                               (m_cao->getStepheight() -0.4 * BS));
-
-#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;
-
-       // 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 = (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
-               player is sneaking from, if any.  If the node from under
-               the player has been removed, the player falls.
+               Find the next sneak node if necessary
        */
-       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) {
-               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 = 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);
-
-                       if (distance_f > min_distance_f ||
-                                       fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
-                                       fabs(player_p2df.Y-node_p2df.Y) > (.5+.1)*BS + sneak_max.Z)
-                               continue;
+       bool new_sneak_node_exists = false;
 
-
-                       // 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)
-                               continue;
-                       // And the node(s) above have to be nonwalkable
-                       bool ok = true;
-                       if (!physics_override_sneak_glitch) {
-                               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;
-               }
-
-               bool sneak_node_found = (min_distance_f < 100000.0 * BS);
-               m_sneak_node = new_sneak_node;
-               m_sneak_node_exists = sneak_node_found;
-
-               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));
+       if (could_sneak)
+               new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
 
        /*
                Set new position but keep sneak node set
        */
-       bool sneak_node_exists = m_sneak_node_exists;
        setPosition(position);
-       m_sneak_node_exists = sneak_node_exists;
+       m_sneak_node_exists = new_sneak_node_exists;
 
        /*
                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);
+               m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
 
                // Set camera impact value to be used for view bobbing
                camera_impact = getSpeed().Y * -1;
@@ -503,22 +434,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, 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;
-
        /*
                Check properties of the node on which the player is standing
        */
-       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
        // Determine if jumping is possible
-       m_can_jump = touching_ground && !in_liquid;
+       m_can_jump = (touching_ground && !in_liquid && !is_climbing)
+                       || sneak_can_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") &&
@@ -540,7 +464,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
        move(dtime, env, pos_max_d, NULL);
 }
 
-void LocalPlayer::applyControl(float dtime)
+void LocalPlayer::applyControl(float dtime, Environment *env)
 {
        // Clear stuff
        swimming_vertical = false;
@@ -707,20 +631,9 @@ void LocalPlayer::applyControl(float dtime)
                        */
                        v3f speedJ = getSpeed();
                        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);
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
+                               setSpeed(speedJ);
+                               m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
                        }
                }
                else if(in_liquid)
@@ -765,20 +678,29 @@ void LocalPlayer::applyControl(float dtime)
        else
                incH = incV = movement_acceleration_default * BS * dtime;
 
+       float slip_factor = 1.0f;
+       if (!free_move)
+               slip_factor = getSlipFactor(env, speedH);
+
        // Accelerate to target speed with maximum increment
-       accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
-       accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
+       accelerateHorizontal(speedH * physics_override_speed,
+                       incH * physics_override_speed * slip_factor);
+       accelerateVertical(speedV * physics_override_speed,
+                       incV * physics_override_speed);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
+       return m_standing_node;
 }
 
 v3s16 LocalPlayer::getFootstepNodePos()
 {
+       if (in_liquid_stable)
+               // Emit swimming sound if the player is in liquid
+               return floatToInt(getPosition(), BS);
        if (touching_ground)
                // BS * 0.05 below the player's feet ensures a 1/16th height
                // nodebox is detected instead of the node below it.
@@ -796,41 +718,43 @@ v3s16 LocalPlayer::getLightPosition() const
 
 v3f LocalPlayer::getEyeOffset() const
 {
-       float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
+       float eye_height = camera_barely_in_ceiling ?
+               m_eye_height - 0.125f : m_eye_height;
        return v3f(0, BS * eye_height, 0);
 }
 
 // Horizontal acceleration (X and Z), Y direction is ignored
-void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
+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_wanted = target_speed - m_speed;
+       d_wanted.Y = 0.0f;
+       f32 dl = d_wanted.getLength();
+       if (dl > max_increase)
+               dl = max_increase;
 
-        v3f d = d_wanted.normalize() * dl;
+       v3f d = d_wanted.normalize() * dl;
 
-        m_speed.X += d.X;
-        m_speed.Z += d.Z;
+       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;
+       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;
+       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;
+       m_speed.Y += d_wanted;
 }
 
 // Temporary option for old move code
@@ -838,7 +762,7 @@ 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();
+       const NodeDefManager *nodemgr = m_client->ndef();
 
        v3f position = getPosition();
 
@@ -1017,8 +941,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                        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));
+                                       std::fabs(player_p2df.X - node_p2df.X),
+                                       std::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)
@@ -1026,7 +950,7 @@ void LocalPlayer::old_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)
+                       if (!is_valid_position || !nodemgr->get(node).walkable)
                                continue;
                        // And the node above it has to be nonwalkable
                        node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
@@ -1053,9 +977,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                        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;
+                       for (const auto &box : nodeboxes) {
                                if (box.MaxEdge.Y > cb_max)
                                        cb_max = box.MaxEdge.Y;
                        }
@@ -1082,15 +1004,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        // 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];
+               for (const auto &info : result.collisions) {
                        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);
+               m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
                // Set camera impact value to be used for view bobbing
                camera_impact = getSpeed().Y * -1;
        }
@@ -1133,3 +1053,23 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                m_can_jump = false;
        }
 }
+
+float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
+{
+       // Slip on slippery nodes
+       const NodeDefManager *nodemgr = env->getGameDef()->ndef();
+       Map *map = &env->getMap();
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
+                       getStandingNodePos()));
+       int slippery = 0;
+       if (f.walkable)
+               slippery = itemgroup_get(f.groups, "slippery");
+
+       if (slippery >= 1) {
+               if (speedH == v3f(0.0f)) {
+                       slippery = slippery * 2;
+               }
+               return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
+       }
+       return 1.0f;
+}