From 59911761ef529f118e7ba697d4f5983d43dbb383 Mon Sep 17 00:00:00 2001 From: paramat Date: Thu, 6 Apr 2017 15:58:12 +0100 Subject: Sneak glitch: Detect ledge for 2-node climb-up Re-creates the old sneak-jump behaviour in new code. Enabled by the 'sneak glitch' physics override. When a ledge is detected the jump speed modifier is set to the larger of 'physics override jump' and 1.3 to allow a 2-node climb-up. An unexpected side-effect is the simple sneak ladder working smoothly. --- src/localplayer.cpp | 47 +++++++++++++++++++++++++++++++++++++++++++---- src/localplayer.h | 3 +++ 2 files changed, 46 insertions(+), 4 deletions(-) diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 4bf3012dd..9dc3bf5aa 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -70,6 +70,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name): m_sneak_node_exists(false), m_need_to_get_new_sneak_node(true), m_sneak_ladder_detected(false), + m_ledge_detected(false), m_old_node_below(32767,32767,32767), m_old_node_below_type("air"), m_can_jump(false), @@ -149,6 +150,29 @@ static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos) 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, @@ -409,6 +433,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, } } + /* + 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 */ @@ -648,10 +679,18 @@ 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_client->event()->put(e); diff --git a/src/localplayer.h b/src/localplayer.h index cac371cf1..ae987b893 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -146,6 +146,9 @@ private: // Whether a "sneak ladder" structure is detected at the players pos // see detectSneakLadder() in the .cpp for more info (always false if disabled) bool m_sneak_ladder_detected; + // Whether a 2-node-up ledge is detected at the players pos, + // see detectLedge() in the .cpp for more info (always false if disabled). + bool m_ledge_detected; // Node below player, used to determine whether it has been removed, // and its old type -- cgit v1.2.3