*/
#include "localplayer.h"
-
+#include <cmath>
#include "event.h"
#include "collision.h"
#include "nodedef.h"
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);
}
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;
}
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;
}
|| nodemgr->get(node2.getContent()).climbable) && !free_move;
}
-
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
// 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;
}
}
- 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;
}
}
- /*
- 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") &&
move(dtime, env, pos_max_d, NULL);
}
-void LocalPlayer::applyControl(float dtime)
+void LocalPlayer::applyControl(float dtime, Environment *env)
{
// Clear stuff
swimming_vertical = false;
*/
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)
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.
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
std::vector<CollisionInfo> *collision_info)
{
Map *map = &env->getMap();
- INodeDefManager *nodemgr = m_client->ndef();
+ const NodeDefManager *nodemgr = m_client->ndef();
v3f position = getPosition();
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)
// 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);
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;
}
*/
// 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;
}
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;
+}