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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/localplayer.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/localplayer.cpp')
-rw-r--r--src/client/localplayer.cpp1158
1 files changed, 1158 insertions, 0 deletions
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp
new file mode 100644
index 000000000..1c65d3b4d
--- /dev/null
+++ b/src/client/localplayer.cpp
@@ -0,0 +1,1158 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "localplayer.h"
+#include <cmath>
+#include "event.h"
+#include "collision.h"
+#include "nodedef.h"
+#include "settings.h"
+#include "environment.h"
+#include "map.h"
+#include "client.h"
+#include "content_cao.h"
+
+/*
+ LocalPlayer
+*/
+
+LocalPlayer::LocalPlayer(Client *client, const char *name):
+ Player(name, client->idef()),
+ m_client(client)
+{
+}
+
+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)
+ };
+
+ const NodeDefManager *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();
+ const NodeDefManager *nodemgr = m_client->ndef();
+
+ v3f position = getPosition();
+
+ // Copy parent position if local player is attached
+ if (isAttached) {
+ setPosition(overridePosition);
+ return;
+ }
+
+ PlayerSettings &player_settings = getPlayerSettings();
+
+ // Skip collision detection if noclip mode is used
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
+ bool free_move = player_settings.free_move && fly_allowed;
+
+ if (noclip && free_move) {
+ position += m_speed * dtime;
+ setPosition(position);
+ return;
+ }
+
+ /*
+ Collision detection
+ */
+
+ bool is_valid_position;
+ MapNode node;
+ v3s16 pp;
+
+ /*
+ Check if player is in liquid (the oscillating value)
+ */
+
+ // If in liquid, the threshold of coming out is at higher y
+ if (in_liquid)
+ {
+ 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;
+ }
+ }
+ // If not in liquid, the threshold of going in is at lower y
+ else
+ {
+ 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);
+
+ // 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));
+
+ v3f accel_f = v3f(0,0,0);
+ const v3f initial_position = position;
+ const v3f initial_speed = m_speed;
+
+ 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 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;
+ }
+
+ 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.
+
+ // Smoothen the movement (based on 'position.Y = bmax.Y')
+ position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
+ position.Y = std::min(position.Y, bmax.Y);
+ m_speed.Y = 0;
+ }
+
+ // 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);
+ }
+ }
+
+ /*
+ Find the next sneak node if necessary
+ */
+ bool new_sneak_node_exists = false;
+
+ if (could_sneak)
+ new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
+
+ /*
+ Set new position but keep sneak node set
+ */
+ setPosition(position);
+ m_sneak_node_exists = new_sneak_node_exists;
+
+ /*
+ Report collisions
+ */
+
+ if(!result.standing_on_object && !touching_ground_was && touching_ground) {
+ 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;
+ }
+
+ {
+ 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;
+ }
+ }
+ }
+
+ /*
+ Check properties of the node on which the player is standing
+ */
+ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
+ // Determine if jumping is possible
+ 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;
+ }
+
+ // Autojump
+ handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
+}
+
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
+{
+ move(dtime, env, pos_max_d, NULL);
+}
+
+void LocalPlayer::applyControl(float dtime, Environment *env)
+{
+ // Clear stuff
+ swimming_vertical = false;
+
+ setPitch(control.pitch);
+ setYaw(control.yaw);
+
+ // Nullify speed and don't run positioning code if the player is attached
+ if(isAttached)
+ {
+ setSpeed(v3f(0,0,0));
+ return;
+ }
+
+ PlayerSettings &player_settings = getPlayerSettings();
+
+ v3f move_direction = v3f(0,0,1);
+ move_direction.rotateXZBy(getYaw());
+
+ v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
+ v3f speedV = v3f(0,0,0); // Vertical (Y)
+
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool fast_allowed = m_client->checkLocalPrivilege("fast");
+
+ bool free_move = fly_allowed && player_settings.free_move;
+ bool fast_move = fast_allowed && player_settings.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 && !player_settings.aux1_descends;
+ bool continuous_forward = player_settings.continuous_forward;
+ bool always_fly_fast = player_settings.always_fly_fast;
+
+ // Whether superspeed mode is used or not
+ bool superspeed = false;
+
+ if (always_fly_fast && free_move && fast_move)
+ superspeed = true;
+
+ // Old descend control
+ if (player_settings.aux1_descends)
+ {
+ // If free movement and fast movement, always move fast
+ if(free_move && fast_move)
+ superspeed = true;
+
+ // Auxiliary button 1 (E)
+ if(control.aux1)
+ {
+ if(free_move)
+ {
+ // In free movement mode, aux1 descends
+ if(fast_move)
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_walk;
+ }
+ else if(in_liquid || in_liquid_stable)
+ {
+ speedV.Y = -movement_speed_walk;
+ swimming_vertical = true;
+ }
+ else if(is_climbing)
+ {
+ speedV.Y = -movement_speed_climb;
+ }
+ else
+ {
+ // If not free movement but fast is allowed, aux1 is
+ // "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
+ }
+ }
+ // New minecraft-like descend control
+ else
+ {
+ // Auxiliary button 1 (E)
+ if(control.aux1)
+ {
+ if(!is_climbing)
+ {
+ // aux1 is "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
+ }
+
+ if(control.sneak)
+ {
+ if(free_move)
+ {
+ // In free movement mode, sneak descends
+ if (fast_move && (control.aux1 || always_fly_fast))
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_walk;
+ }
+ else if(in_liquid || in_liquid_stable)
+ {
+ if(fast_climb)
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_walk;
+ swimming_vertical = true;
+ }
+ else if(is_climbing)
+ {
+ if(fast_climb)
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_climb;
+ }
+ }
+ }
+
+ if (continuous_forward)
+ speedH += move_direction;
+
+ if (control.up) {
+ if (continuous_forward) {
+ if (fast_move)
+ superspeed = true;
+ } else {
+ speedH += move_direction;
+ }
+ }
+ if (control.down) {
+ speedH -= move_direction;
+ }
+ 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) {
+ 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 (player_settings.aux1_descends || always_fly_fast) {
+ if (fast_move)
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_walk;
+ } else {
+ if(fast_move && control.aux1)
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_walk;
+ }
+ }
+ else if(m_can_jump)
+ {
+ /*
+ NOTE: The d value in move() affects jump height by
+ raising the height at which the jump speed is kept
+ at its starting value
+ */
+ v3f speedJ = getSpeed();
+ if(speedJ.Y >= -0.5 * BS) {
+ speedJ.Y = movement_speed_jump * physics_override_jump;
+ setSpeed(speedJ);
+ m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
+ }
+ }
+ else if(in_liquid)
+ {
+ if(fast_climb)
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_walk;
+ swimming_vertical = true;
+ }
+ else if(is_climbing)
+ {
+ if(fast_climb)
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_climb;
+ }
+ }
+
+ // The speed of the player (Y is ignored)
+ if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+ speedH = speedH.normalize() * movement_speed_fast;
+ else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
+ speedH = speedH.normalize() * movement_speed_crouch;
+ else
+ speedH = speedH.normalize() * movement_speed_walk;
+
+ // Acceleration increase
+ f32 incH = 0; // Horizontal (X, Z)
+ f32 incV = 0; // Vertical (Y)
+ if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
+ {
+ // Jumping and falling
+ if(superspeed || (fast_move && control.aux1))
+ incH = movement_acceleration_fast * BS * dtime;
+ else
+ incH = movement_acceleration_air * BS * dtime;
+ incV = 0; // No vertical acceleration in air
+ }
+ else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+ incH = incV = movement_acceleration_fast * BS * 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 * slip_factor);
+ accelerateVertical(speedV * physics_override_speed,
+ incV * physics_override_speed);
+}
+
+v3s16 LocalPlayer::getStandingNodePos()
+{
+ if(m_sneak_node_exists)
+ return m_sneak_node;
+ 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();
+ const NodeDefManager *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;
+ }
+
+ PlayerSettings &player_settings = getPlayerSettings();
+
+ // Skip collision detection if noclip mode is used
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
+ bool free_move = noclip && fly_allowed && player_settings.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 && player_settings.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);
+
+ v3f accel_f = v3f(0, 0, 0);
+ const v3f initial_position = position;
+ const v3f initial_speed = m_speed;
+
+ 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(
+ 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)
+ 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 && !(player_settings.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) {
+ 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;
+ }
+
+ {
+ 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;
+ }
+
+ // Autojump
+ handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
+}
+
+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;
+}
+
+void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
+ const collisionMoveResult &result, const v3f &initial_position,
+ const v3f &initial_speed, f32 pos_max_d)
+{
+ PlayerSettings &player_settings = getPlayerSettings();
+ if (!player_settings.autojump)
+ return;
+
+ if (m_autojump) {
+ // release autojump after a given time
+ m_autojump_time -= dtime;
+ if (m_autojump_time <= 0.0f)
+ m_autojump = false;
+ return;
+ }
+
+ bool control_forward = control.up ||
+ (!control.up && !control.down &&
+ control.forw_move_joystick_axis < -0.05);
+ bool could_autojump =
+ m_can_jump && !control.jump && !control.sneak && control_forward;
+ if (!could_autojump)
+ return;
+
+ bool horizontal_collision = false;
+ for (const auto &colinfo : result.collisions) {
+ if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
+ horizontal_collision = true;
+ break; // one is enough
+ }
+ }
+
+ // must be running against something to trigger autojumping
+ if (!horizontal_collision)
+ return;
+
+ // check for nodes above
+ v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
+ v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
+ headpos_min.Y = headpos_max.Y; // top face of collision box
+ v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
+ v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
+ bool is_position_valid;
+ for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
+ for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
+ MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
+
+ if (!is_position_valid)
+ break; // won't collide with the void outside
+ if (n.getContent() == CONTENT_IGNORE)
+ return; // players collide with ignore blocks -> same as walkable
+ const ContentFeatures &f = ndef->get(n);
+ if (f.walkable)
+ return; // would bump head, don't jump
+ }
+ }
+
+ float jump_height = 1.1f; // TODO: better than a magic number
+ v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
+ v3f jump_speed = initial_speed;
+
+ // try at peak of jump, zero step height
+ collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
+ m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
+ v3f(0, 0, 0));
+
+ // see if we can get a little bit farther horizontally if we had
+ // jumped
+ v3f run_delta = m_position - initial_position;
+ run_delta.Y = 0.0f;
+ v3f jump_delta = jump_pos - initial_position;
+ jump_delta.Y = 0.0f;
+ if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
+ m_autojump = true;
+ m_autojump_time = 0.1f;
+ }
+}