From 5f1cd555cd9d1c64426e173b30b5b792d211c835 Mon Sep 17 00:00:00 2001 From: Quentin Bazin Date: Wed, 28 Nov 2018 20:01:49 +0100 Subject: Move client-specific files to 'src/client' (#7902) Update Android.mk Remove 'src/client' from include_directories --- src/localplayer.cpp | 1158 --------------------------------------------------- 1 file changed, 1158 deletions(-) delete mode 100644 src/localplayer.cpp (limited to 'src/localplayer.cpp') diff --git a/src/localplayer.cpp b/src/localplayer.cpp deleted file mode 100644 index 1c65d3b4d..000000000 --- a/src/localplayer.cpp +++ /dev/null @@ -1,1158 +0,0 @@ -/* -Minetest -Copyright (C) 2010-2013 celeron55, Perttu Ahola - -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 -#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 &nodeboxes) -{ - if (nodeboxes.empty()) - return aabb3f(0, 0, 0, 0, 0, 0); - - aabb3f b_max; - - std::vector::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 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 *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 *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 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; - } -} -- cgit v1.2.3