diff options
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 129 |
1 files changed, 72 insertions, 57 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 69d4ec7ef..77e7a9e16 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -19,7 +19,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "localplayer.h" -#include "main.h" // For g_settings #include "event.h" #include "collision.h" #include "gamedef.h" @@ -43,23 +42,24 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name): last_pitch(0), last_yaw(0), last_keyPressed(0), - eye_offset_first(v3f(0,0,0)), - eye_offset_third(v3f(0,0,0)), last_animation(NO_ANIM), hotbar_image(""), hotbar_selected_image(""), light_color(255,255,255,255), m_sneak_node(32767,32767,32767), m_sneak_node_exists(false), + m_need_to_get_new_sneak_node(true), + m_sneak_node_bb_ymax(0), m_old_node_below(32767,32767,32767), m_old_node_below_type("air"), - m_need_to_get_new_sneak_node(true), m_can_jump(false), m_cao(NULL) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points hp = 0; + eye_offset_first = v3f(0,0,0); + eye_offset_third = v3f(0,0,0); } LocalPlayer::~LocalPlayer() @@ -67,7 +67,7 @@ LocalPlayer::~LocalPlayer() } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, - std::list<CollisionInfo> *collision_info) + std::vector<CollisionInfo> *collision_info) { Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); @@ -87,9 +87,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); - if(free_move) - { - position += m_speed * dtime; + if (free_move) { + position += m_speed * dtime; setPosition(position); m_sneak_node_exists = false; return; @@ -172,7 +171,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, f32 d = 0.15*BS; // This should always apply, otherwise there are glitches - assert(d > pos_max_d); + sanity_check(d > pos_max_d); // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; @@ -181,25 +180,26 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, If sneaking, keep in range from the last walked node and don't fall off from it */ - if(control.sneak && m_sneak_node_exists && + if (control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && - physics_override_sneak) - { - f32 maxd = 0.5*BS + sneak_max; + physics_override_sneak) { + f32 maxd = 0.5 * BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd); position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd); - if(!is_climbing) - { - f32 min_y = lwn_f.Y + 0.5*BS; - if(position.Y < min_y) - { - position.Y = min_y; - - if(m_speed.Y < 0) - m_speed.Y = 0; - } + if (!is_climbing) { + // Move up if necessary + f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax; + if (position.Y < new_y) + position.Y = new_y; + /* + Collision seems broken, since player is sinking when + sneaking over the edges of current sneaking_node. + TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. + */ + if (m_speed.Y < 0) + m_speed.Y = 0; } } @@ -232,27 +232,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ - v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS); - if(m_sneak_node_exists && - nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && - m_old_node_below_type != "air") - { + f32 position_y_mod = 0.05 * BS; + if (m_sneak_node_bb_ymax > 0) + position_y_mod = m_sneak_node_bb_ymax - position_y_mod; + v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); + if (m_sneak_node_exists && + nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && + m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; - } - else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air") - { + } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } - if(m_need_to_get_new_sneak_node && physics_override_sneak) - { - v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); + + if (m_need_to_get_new_sneak_node && physics_override_sneak) { + m_sneak_node_bb_ymax = 0; + v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS); v2f player_p2df(position.X, position.Z); - f32 min_distance_f = 100000.0*BS; + f32 min_distance_f = 100000.0 * BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { @@ -300,11 +301,24 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, new_sneak_node = p; } - bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); + bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; + if (sneak_node_found) { + f32 cb_max = 0; + MapNode n = map->getNodeNoEx(m_sneak_node); + std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(nodemgr); + for (std::vector<aabb3f>::iterator it = nodeboxes.begin(); + it != nodeboxes.end(); ++it) { + aabb3f box = *it; + if (box.MaxEdge.Y > cb_max) + cb_max = box.MaxEdge.Y; + } + m_sneak_node_bb_ymax = cb_max; + } + /* If sneaking, the player's collision box can be in air, so this has to be set explicitly @@ -321,26 +335,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, /* Report collisions */ - bool bouncy_jump = false; + // Dont report if flying - if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) - { - for(size_t i=0; i<result.collisions.size(); i++){ + 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){ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); @@ -374,6 +377,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, m_can_jump = touching_ground && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; + // Jump key pressed while jumping off from a bouncy block + if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && + m_speed.Y >= -0.5 * BS) { + float jumpspeed = movement_speed_jump * physics_override_jump; + if (m_speed.Y > 1) { + // Reduce boost when speed already is high + m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); + } else { + m_speed.Y += jumpspeed; + } + setSpeed(m_speed); + m_can_jump = false; + } } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d) @@ -410,11 +426,12 @@ void LocalPlayer::applyControl(float dtime) // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends"); bool continuous_forward = g_settings->getBool("continuous_forward"); + bool always_fly_fast = g_settings->getBool("always_fly_fast"); // Whether superspeed mode is used or not bool superspeed = false; - if(g_settings->getBool("always_fly_fast") && free_move && fast_move) + if (always_fly_fast && free_move && fast_move) superspeed = true; // Old descend control @@ -472,7 +489,7 @@ 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; @@ -519,11 +536,9 @@ void LocalPlayer::applyControl(float dtime) } if(control.jump) { - if(free_move) - { - if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) - { - if(fast_move) + if (free_move) { + if (g_settings->getBool("aux1_descends") || always_fly_fast) { + if (fast_move) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; |