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-rw-r--r--src/localplayer.cpp97
-rw-r--r--src/localplayer.h13
2 files changed, 89 insertions, 21 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 9fb5e7642..ab30df22b 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -66,9 +66,10 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
hurt_tilt_strength(0.0f),
m_position(0,0,0),
m_sneak_node(32767,32767,32767),
+ 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_top(0,0,0,0,0,0),
+ m_sneak_ladder_detected(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),
@@ -91,7 +92,7 @@ LocalPlayer::~LocalPlayer()
{
}
-static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_d=1/16*BS)
+static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
aabb3f b_max;
b_max.reset(-BS, -BS, -BS);
@@ -106,6 +107,50 @@ static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_
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;
+}
+
+#undef GETNODE
+
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
@@ -216,6 +261,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// 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)
+ sneak_max = v3f(0.4 * BS, 0, 0.4 * BS); // restore legacy behaviour
/*
If sneaking, keep in range from the last walked node and don't
@@ -234,6 +281,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
// Because we keep the player collision box on the node,
// limiting position.Y is not necessary
+
+ if (m_sneak_ladder_detected) {
+ // this sometimes causes some weird slow sinking but *shrug*
+ m_speed.Y = MYMAX(m_speed.Y, 0);
+ }
}
if (got_teleported)
@@ -261,8 +313,6 @@ 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)
@@ -289,14 +339,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
if (m_need_to_get_new_sneak_node && physics_override_sneak) {
- 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;
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);
@@ -309,17 +358,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// 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;
@@ -329,12 +389,17 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
- // Update saved top bounding box of sneak node
if (sneak_node_found) {
+ // Update saved top bounding box of sneak node
MapNode n = map->getNodeNoEx(m_sneak_node);
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(nodemgr, &nodeboxes);
m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
+
+ m_sneak_ladder_detected = physics_override_sneak_glitch &&
+ detectSneakLadder(map, nodemgr, floatToInt(position, BS));
+ } else {
+ m_sneak_ladder_detected = false;
}
}
@@ -566,7 +631,7 @@ void LocalPlayer::applyControl(float dtime)
speedV.Y = movement_speed_walk;
}
}
- else if(m_can_jump)
+ else if(m_can_jump || (control.sneak && m_sneak_ladder_detected))
{
/*
NOTE: The d value in move() affects jump height by
diff --git a/src/localplayer.h b/src/localplayer.h
index 1da0f3a5b..cac371cf1 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -135,15 +135,18 @@ private:
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
v3f m_position;
- // This is used for determining the sneaking range
+
v3s16 m_sneak_node;
+ // Stores the top bounding box of m_sneak_node
+ aabb3f m_sneak_node_bb_top;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
- // Whether recalculation of the sneak node is needed
+ // Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node;
- // Stores the top bounding box of m_sneak_node and is updated
- // when m_need_to_get_new_sneak_node == true
- aabb3f m_sneak_node_bb_top;
+ // 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;
+
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below;