]> git.lizzy.rs Git - minetest.git/blobdiff - src/localplayer.cpp
Move files to subdirectories (#6599)
[minetest.git] / src / localplayer.cpp
index e533dc60561fb37f19fe3764594a8efb7bdb1beb..e501fac1bbc2a93fc74e82c27c5e2ff776caf584 100644 (file)
@@ -21,76 +21,185 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "event.h"
 #include "collision.h"
-#include "gamedef.h"
 #include "nodedef.h"
 #include "settings.h"
 #include "environment.h"
 #include "map.h"
-#include "util/numeric.h"
+#include "client.h"
+#include "content_cao.h"
 
 /*
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
-       Player(gamedef, name),
-       parent(0),
-       isAttached(false),
-       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_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_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)
+LocalPlayer::LocalPlayer(Client *client, const char *name):
+       Player(name, client->idef()),
+       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);
+
+       aabb3f b_max;
+
+       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);
+
+       return b_max;
+}
+
+bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
+               const v3f &sneak_max)
+{
+       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)
+       };
+
+       INodeDefManager *nodemgr = m_client->ndef();
+       MapNode node;
+       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;
+
+       // Get position of current standing node
+       const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+
+       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;
+
+
+               // 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;
+               m_sneak_node = p;
+               new_sneak_node_exists = true;
+       }
+
+       if (!new_sneak_node_exists)
+               return false;
+
+       // 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);
+
+       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) {
+                       // 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 true;
 }
 
 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);
+               return;
+       }
+
        Map *map = &env->getMap();
-       INodeDefManager *nodemgr = m_gamedef->ndef();
+       INodeDefManager *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;
        }
 
        // Skip collision detection if noclip mode is used
-       bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+       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;
+       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;
        }
 
@@ -161,7 +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
@@ -173,47 +281,54 @@ 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);
 
-       // Maximum distance over border for sneaking
-       f32 sneak_max = BS*0.4;
+       // 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));
 
-       /*
-               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)
-       {
-               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);
+       // 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
 
-               if(!is_climbing)
-               {
-                       f32 min_y = lwn_f.Y + 0.5*BS;
-                       if(position.Y < min_y)
-                       {
-                               position.Y = min_y;
+       v3f accel_f = v3f(0,0,0);
 
-                               if(m_speed.Y < 0)
-                                       m_speed.Y = 0;
-                       }
-               }
-       }
+       collisionMoveResult result = collisionMoveSimple(env, m_client,
+               pos_max_d, m_collisionbox, player_stepheight, dtime,
+               &position, &m_speed, accel_f);
 
-       // this shouldn't be hardcoded but transmitted from server
-       float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
+       bool could_sneak = control.sneak && !free_move && !in_liquid &&
+               !is_climbing && physics_override_sneak;
 
-#ifdef __ANDROID__
-       player_stepheight += (0.5 * BS);
-#endif
+       // 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();
 
-       v3f accel_f = v3f(0,0,0);
+               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;
 
-       collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
-                       pos_max_d, m_collisionbox, player_stepheight, dtime,
-                       position, m_speed, accel_f);
+                       // 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
@@ -223,125 +338,87 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
+       bool sneak_can_jump = false;
 
-    //bool standing_on_unloaded = result.standing_on_unloaded;
+       // 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;
 
-       /*
-               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.
-       */
-       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_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(m_need_to_get_new_sneak_node && physics_override_sneak)
-       {
-               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
-               v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = 100000.0*BS;
-               // If already seeking from some node, compare to it.
-               /*if(m_sneak_node_exists)
-               {
-                       v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
-                       v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
-                       f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
-                       f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
-                       // Ignore if player is not on the same level (likely dropped)
-                       if(d_vert_f < 0.15*BS)
-                               min_distance_f = d_horiz_f;
-               }*/
-               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;
 
+       /*
+               If sneaking, keep on top of last walked node and don't fall off
+       */
+       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;
+
+               // (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,
+                               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;
+               }
 
-                       // 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 (!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;
+               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;
                }
 
-               bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+               // 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;
+                       sn_info.node_p = m_sneak_node;
+                       sn_info.old_speed = old_speed;
+                       sn_info.new_speed = m_speed;
+                       collision_info->push_back(sn_info);
+               }
+       }
 
-               m_sneak_node = new_sneak_node;
-               m_sneak_node_exists = sneak_node_found;
+       /*
+               Find the next sneak node if necessary
+       */
+       bool new_sneak_node_exists = false;
 
-               /*
-                       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;
-       }
+       if (could_sneak)
+               new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
 
        /*
-               Set new position
+               Set new position but keep sneak node set
        */
        setPosition(position);
+       m_sneak_node_exists = new_sneak_node_exists;
 
        /*
                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);
+               m_client->event()->put(e);
 
                // Set camera impact value to be used for view bobbing
                camera_impact = getSpeed().Y * -1;
@@ -358,20 +435,29 @@ 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;
-       if(itemgroup_get(f.groups, "disable_jump"))
+       m_can_jump = (touching_ground && !in_liquid && !is_climbing)
+                       || sneak_can_jump;
+       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)
@@ -379,7 +465,7 @@ 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;
@@ -400,19 +486,20 @@ void LocalPlayer::applyControl(float dtime)
        v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
        v3f speedV = v3f(0,0,0); // Vertical (Y)
 
-       bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
+       bool fly_allowed = m_client->checkLocalPrivilege("fly");
+       bool fast_allowed = m_client->checkLocalPrivilege("fast");
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
        // 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
@@ -470,7 +557,7 @@ 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;
@@ -493,35 +580,39 @@ 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)
-       {
+       if (control.down) {
                speedH -= move_direction;
        }
-       if(control.left)
-       {
+       if (!control.up && !control.down) {
+               speedH -= move_direction *
+                       (control.forw_move_joystick_axis / 32767.f);
+       }
+       if (control.left) {
                speedH += move_direction.crossProduct(v3f(0,1,0));
        }
-       if(control.right)
-       {
+       if (control.right) {
                speedH += move_direction.crossProduct(v3f(0,-1,0));
        }
+       if (!control.left && !control.right) {
+               speedH -= move_direction.crossProduct(v3f(0,1,0)) *
+                       (control.sidew_move_joystick_axis / 32767.f);
+       }
        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;
@@ -540,13 +631,12 @@ void LocalPlayer::applyControl(float dtime)
                                at its starting value
                        */
                        v3f speedJ = getSpeed();
-                       if(speedJ.Y >= -0.5 * BS)
-                       {
+                       if(speedJ.Y >= -0.5 * BS) {
                                speedJ.Y = movement_speed_jump * physics_override_jump;
                                setSpeed(speedJ);
 
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
                else if(in_liquid)
@@ -591,15 +681,425 @@ void LocalPlayer::applyControl(float dtime)
        else
                incH = incV = movement_acceleration_default * BS * dtime;
 
+       float 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.
+               return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
+       // A larger distance below is necessary for a footstep sound
+       // when landing after a jump or fall. BS * 0.5 ensures water
+       // sounds when swimming in 1 node deep water.
+       return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
+}
+
+v3s16 LocalPlayer::getLightPosition() const
+{
+       return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+}
+
+v3f LocalPlayer::getEyeOffset() const
+{
+       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)
+{
+        if (max_increase == 0)
+                return;
+
+       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;
+
+       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;
+}
+
+// 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) {
+               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;
+               }
+       }
+
+       // 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)
+                               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 (const auto &box : nodeboxes) {
+                               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 but keep sneak node set
+       */
+       bool sneak_node_exists = m_sneak_node_exists;
+       setPosition(position);
+       m_sneak_node_exists = sneak_node_exists;
+
+       /*
+               Report collisions
+       */
+       // Dont report if flying
+       if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
+               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);
+               // 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;
+       }
 }
 
+float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
+{
+
+       if (!touching_ground)
+               return 1.0f;
+
+       float slip_factor = 1.0f;
+       // Slip on slippery nodes
+       const INodeDefManager *nodemgr = env->getGameDef()->ndef();
+       Map *map = &env->getMap();
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
+                       floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
+       int slippery = 0;
+       if (f.walkable) {
+               slippery = itemgroup_get(f.groups, "slippery");
+       } else if (is_slipping) {
+               // slipping over an edge? Check surroundings for slippery nodes
+               slippery = 2 << 16; // guard value, bigger than all realistic ones
+               for (int z = 0; z <= 1; z++) {
+                       for (int x = 0; x <= 1; x++) {
+                               // this should cover all nodes surrounding player position
+                               v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS);
+                               const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx(
+                                               floatToInt(getPosition() - offset, BS)));
+                               if (f2.walkable) {
+                                       // find least slippery node we might be standing on
+                                       int s = itemgroup_get(f2.groups, "slippery");
+                                       if (s < slippery)
+                                               slippery = s;
+                               }
+                       }
+               }
+               // without any hits, ignore slippery
+               if (slippery >= (2 << 16))
+                       slippery = 0;
+       }
+       if (slippery >= 1) {
+               if (speedH == v3f(0.0f)) {
+                       slippery = slippery * 2;
+               }
+               slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
+               is_slipping = true;
+       } else {
+               // remember this to avoid checking the edge case above too often
+               is_slipping = false;
+       }
+       return slip_factor;
+}