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-rw-r--r--src/localplayer.cpp638
1 files changed, 540 insertions, 98 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 4d0ca0600..b587f7bbb 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -21,22 +21,21 @@ 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 "client.h"
+#include "content_cao.h"
/*
LocalPlayer
*/
-LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
- Player(name, gamedef->idef()),
+LocalPlayer::LocalPlayer(Client *client, const char *name):
+ Player(name, client->idef()),
parent(0),
hp(PLAYER_MAX_HP),
- got_teleported(false),
isAttached(false),
touching_ground(false),
in_liquid(false),
@@ -49,7 +48,8 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
physics_override_jump(1.0f),
physics_override_gravity(1.0f),
physics_override_sneak(true),
- physics_override_sneak_glitch(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)),
@@ -59,6 +59,7 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
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(""),
@@ -67,9 +68,12 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
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_node_bb_ymax(0),
+ 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),
@@ -79,7 +83,7 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
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_gamedef(gamedef)
+ m_client(client)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
@@ -92,11 +96,99 @@ LocalPlayer::~LocalPlayer()
{
}
+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)
+
+// pos is the node the player is standing inside(!)
+static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+{
+ // 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;
+ 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) };
+
+ for (u16 i = 0; i < ARRLEN(vecs); i++) {
+ const v2s16 vec = vecs[i];
+
+ // 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)
+ 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;
+ }
+
+ if (ok)
+ return 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)};
+
+ for (u16 i = 0; i < ARRLEN(vecs); i++) {
+ const v2s16 vec = vecs[i];
+
+ node = GETNODE(map, pos, vec, 1, &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;
+ }
+ }
+
+ return false;
+}
+
+#undef GETNODE
+
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
+ // 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();
@@ -109,8 +201,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
// 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) {
@@ -199,49 +291,69 @@ 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;
+ // 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 (control.sneak && m_sneak_node_exists &&
- !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
- physics_override_sneak && !got_teleported) {
- 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);
+ !(fly_allowed && g_settings->getBool("free_move")) &&
+ !in_liquid && !is_climbing &&
+ physics_override_sneak) {
+ 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;
+
+ 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;
+
+ // 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 (!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;
+ if (collision_info != NULL &&
+ 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);
}
}
- if (got_teleported)
- got_teleported = false;
-
- // this shouldn't be hardcoded but transmitted from server
- float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
+ // TODO: this shouldn't be hardcoded but transmitted from server
+ float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
#ifdef __ANDROID__
- player_stepheight += (0.6 * BS);
+ player_stepheight += (0.6f * BS);
#endif
v3f accel_f = v3f(0,0,0);
- collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
+ collisionMoveResult result = collisionMoveSimple(env, m_client,
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);
@@ -254,17 +366,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
bool touching_ground_was = touching_ground;
touching_ground = result.touching_ground;
- //bool standing_on_unloaded = result.standing_on_unloaded;
-
+ // 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.
*/
- 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") {
@@ -279,88 +392,83 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
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.
- /*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);
+ 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);
- 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)
+ 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;
// 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) {
+ 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) {
- node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
- if (!is_valid_position || nodemgr->get(node).walkable)
- continue;
+ 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 * 0.9);
-
+ 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) {
- f32 cb_max = 0;
+ // Update saved top bounding box of sneak node
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;
- if (box.MaxEdge.Y > cb_max)
- cb_max = box.MaxEdge.Y;
- }
- m_sneak_node_bb_ymax = cb_max;
- }
+ m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
- /*
- 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;
+ m_sneak_ladder_detected = physics_override_sneak_glitch &&
+ detectSneakLadder(map, nodemgr, floatToInt(position, BS));
+ } else {
+ m_sneak_ladder_detected = false;
+ }
}
/*
- Set new position
+ 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));
+
+ /*
+ 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
@@ -376,7 +484,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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;
@@ -405,8 +513,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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"))
+ 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") &&
m_speed.Y >= -0.5 * BS) {
@@ -448,8 +559,8 @@ 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");
@@ -593,13 +704,21 @@ void LocalPlayer::applyControl(float dtime)
at its starting value
*/
v3f speedJ = getSpeed();
- if(speedJ.Y >= -0.5 * BS)
- {
- speedJ.Y = movement_speed_jump * physics_override_jump;
- setSpeed(speedJ);
+ 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_gamedef->event()->put(e);
+ m_client->event()->put(e);
}
}
else if(in_liquid)
@@ -656,6 +775,29 @@ v3s16 LocalPlayer::getStandingNodePos()
return floatToInt(getPosition() - v3f(0, BS, 0), BS);
}
+v3s16 LocalPlayer::getFootstepNodePos()
+{
+ 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 ? 1.5f : 1.625f;
+ 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)
{
@@ -689,3 +831,303 @@ void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_incr
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 == 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 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 (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
+ */
+ 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 (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);
+ // 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;
+ }
+}