3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "localplayer.h"
23 #include "collision.h"
26 #include "environment.h"
29 #include "content_cao.h"
35 LocalPlayer::LocalPlayer(Client *client, const char *name):
36 Player(name, client->idef()),
41 static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
43 if (nodeboxes.empty())
44 return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
48 std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
49 b_max = aabb3f(it->MinEdge, it->MaxEdge);
52 for (; it != nodeboxes.end(); ++it)
53 b_max.addInternalBox(*it);
58 bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
61 static const v3s16 dir9_center[9] = {
73 const NodeDefManager *nodemgr = m_client->ndef();
75 bool is_valid_position;
76 bool new_sneak_node_exists = m_sneak_node_exists;
78 // We want the top of the sneak node to be below the players feet
79 f32 position_y_mod = 0.05f * BS;
80 if (m_sneak_node_exists)
81 position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
83 // Get position of current standing node
84 const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
86 if (current_node != m_sneak_node) {
87 new_sneak_node_exists = false;
89 node = map->getNode(current_node, &is_valid_position);
90 if (!is_valid_position || !nodemgr->get(node).walkable)
91 new_sneak_node_exists = false;
94 // Keep old sneak node
95 if (new_sneak_node_exists)
99 m_sneak_ladder_detected = false;
100 f32 min_distance_f = 100000.0f * BS;
102 for (const auto &d : dir9_center) {
103 const v3s16 p = current_node + d;
104 const v3f pf = intToFloat(p, BS);
105 const v2f diff(position.X - pf.X, position.Z - pf.Z);
106 f32 distance_f = diff.getLength();
108 if (distance_f > min_distance_f ||
109 fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
110 fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
114 // The node to be sneaked on has to be walkable
115 node = map->getNode(p, &is_valid_position);
116 if (!is_valid_position || !nodemgr->get(node).walkable)
118 // And the node(s) above have to be nonwalkable
120 if (!physics_override_sneak_glitch) {
122 ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
123 for (u16 y = 1; y <= height; y++) {
124 node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
125 if (!is_valid_position || nodemgr->get(node).walkable) {
131 // legacy behaviour: check just one node
132 node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
133 ok = is_valid_position && !nodemgr->get(node).walkable;
138 min_distance_f = distance_f;
140 new_sneak_node_exists = true;
143 if (!new_sneak_node_exists)
146 // Update saved top bounding box of sneak node
147 node = map->getNode(m_sneak_node);
148 std::vector<aabb3f> nodeboxes;
149 node.getCollisionBoxes(nodemgr, &nodeboxes);
150 m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
152 if (physics_override_sneak_glitch) {
153 // Detect sneak ladder:
154 // Node two meters above sneak node must be solid
155 node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
157 if (is_valid_position && nodemgr->get(node).walkable) {
158 // Node three meters above: must be non-solid
159 node = map->getNode(m_sneak_node + v3s16(0, 3, 0),
161 m_sneak_ladder_detected = is_valid_position &&
162 !nodemgr->get(node).walkable;
168 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
169 std::vector<CollisionInfo> *collision_info)
171 // Node at feet position, update each ClientEnvironment::step()
172 if (!collision_info || collision_info->empty())
173 m_standing_node = floatToInt(m_position, BS);
175 // Temporary option for old move code
176 if (!physics_override_new_move) {
177 old_move(dtime, env, pos_max_d, collision_info);
181 Map *map = &env->getMap();
182 const NodeDefManager *nodemgr = m_client->ndef();
184 v3f position = getPosition();
186 // Copy parent position if local player is attached
188 setPosition(m_cao->getPosition());
189 added_velocity = v3f(0.0f); // ignored
193 PlayerSettings &player_settings = getPlayerSettings();
195 // Skip collision detection if noclip mode is used
196 bool fly_allowed = m_client->checkLocalPrivilege("fly");
197 bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
198 bool free_move = player_settings.free_move && fly_allowed;
200 if (noclip && free_move) {
201 position += m_speed * dtime;
202 setPosition(position);
204 touching_ground = false;
205 added_velocity = v3f(0.0f); // ignored
209 m_speed += added_velocity;
210 added_velocity = v3f(0.0f);
216 bool is_valid_position;
221 Check if player is in liquid (the oscillating value)
224 // If in liquid, the threshold of coming out is at higher y
227 pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
228 node = map->getNode(pp, &is_valid_position);
229 if (is_valid_position) {
230 in_liquid = nodemgr->get(node.getContent()).isLiquid();
231 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
236 // If not in liquid, the threshold of going in is at lower y
238 pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
239 node = map->getNode(pp, &is_valid_position);
240 if (is_valid_position) {
241 in_liquid = nodemgr->get(node.getContent()).isLiquid();
242 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
250 Check if player is in liquid (the stable value)
252 pp = floatToInt(position + v3f(0.0f), BS);
253 node = map->getNode(pp, &is_valid_position);
254 if (is_valid_position) {
255 in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
257 in_liquid_stable = false;
261 Check if player is climbing
264 pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
265 v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
266 node = map->getNode(pp, &is_valid_position);
267 bool is_valid_position2;
268 MapNode node2 = map->getNode(pp2, &is_valid_position2);
270 if (!(is_valid_position && is_valid_position2)) {
273 is_climbing = (nodemgr->get(node.getContent()).climbable ||
274 nodemgr->get(node2.getContent()).climbable) && !free_move;
278 Collision uncertainty radius
279 Make it a bit larger than the maximum distance of movement
281 //f32 d = pos_max_d * 1.1;
282 // A fairly large value in here makes moving smoother
285 // This should always apply, otherwise there are glitches
286 sanity_check(d > pos_max_d);
288 // Player object property step height is multiplied by BS in
289 // /src/script/common/c_content.cpp and /src/content_sao.cpp
290 float player_stepheight = (m_cao == nullptr) ? 0.0f :
291 (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
294 const v3f initial_position = position;
295 const v3f initial_speed = m_speed;
297 collisionMoveResult result = collisionMoveSimple(env, m_client,
298 pos_max_d, m_collisionbox, player_stepheight, dtime,
299 &position, &m_speed, accel_f);
301 bool could_sneak = control.sneak && !free_move && !in_liquid &&
302 !is_climbing && physics_override_sneak;
304 // Add new collisions to the vector
305 if (collision_info && !free_move) {
306 v3f diff = intToFloat(m_standing_node, BS) - position;
307 f32 distance = diff.getLength();
308 // Force update each ClientEnvironment::step()
309 bool is_first = collision_info->empty();
311 for (const auto &colinfo : result.collisions) {
312 collision_info->push_back(colinfo);
314 if (colinfo.type != COLLISION_NODE ||
315 colinfo.axis != COLLISION_AXIS_Y ||
316 (could_sneak && m_sneak_node_exists))
319 diff = intToFloat(colinfo.node_p, BS) - position;
321 // Find nearest colliding node
322 f32 len = diff.getLength();
323 if (is_first || len < distance) {
324 m_standing_node = colinfo.node_p;
332 If the player's feet touch the topside of any node, this is
335 Player is allowed to jump when this is true.
337 bool touching_ground_was = touching_ground;
338 touching_ground = result.touching_ground;
339 bool sneak_can_jump = false;
341 // Max. distance (X, Z) over border for sneaking determined by collision box
342 // * 0.49 to keep the center just barely on the node
343 v3f sneak_max = m_collisionbox.getExtent() * 0.49;
345 if (m_sneak_ladder_detected) {
346 // restore legacy behaviour (this makes the m_speed.Y hack necessary)
347 sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
351 If sneaking, keep on top of last walked node and don't fall off
353 if (could_sneak && m_sneak_node_exists) {
354 const v3f sn_f = intToFloat(m_sneak_node, BS);
355 const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
356 const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
357 const v3f old_pos = position;
358 const v3f old_speed = m_speed;
359 f32 y_diff = bmax.Y - position.Y;
360 m_standing_node = m_sneak_node;
362 // (BS * 0.6f) is the basic stepheight while standing on ground
363 if (y_diff < BS * 0.6f) {
364 // Only center player when they're on the node
365 position.X = rangelim(position.X,
366 bmin.X - sneak_max.X, bmax.X + sneak_max.X);
367 position.Z = rangelim(position.Z,
368 bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
370 if (position.X != old_pos.X)
372 if (position.Z != old_pos.Z)
376 if (y_diff > 0 && m_speed.Y <= 0.0f &&
377 (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
378 // Move player to the maximal height when falling or when
379 // the ledge is climbed on the next step.
381 // Smoothen the movement (based on 'position.Y = bmax.Y')
382 position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
383 position.Y = std::min(position.Y, bmax.Y);
387 // Allow jumping on node edges while sneaking
388 if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
389 sneak_can_jump = true;
391 if (collision_info &&
392 m_speed.Y - old_speed.Y > BS) {
393 // Collide with sneak node, report fall damage
394 CollisionInfo sn_info;
395 sn_info.node_p = m_sneak_node;
396 sn_info.old_speed = old_speed;
397 sn_info.new_speed = m_speed;
398 collision_info->push_back(sn_info);
403 Find the next sneak node if necessary
405 bool new_sneak_node_exists = false;
408 new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
411 Set new position but keep sneak node set
413 setPosition(position);
414 m_sneak_node_exists = new_sneak_node_exists;
420 if (!result.standing_on_object && !touching_ground_was && touching_ground) {
421 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
423 // Set camera impact value to be used for view bobbing
424 camera_impact = getSpeed().Y * -1;
428 camera_barely_in_ceiling = false;
429 v3s16 camera_np = floatToInt(getEyePosition(), BS);
430 MapNode n = map->getNode(camera_np);
431 if (n.getContent() != CONTENT_IGNORE) {
432 if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
433 camera_barely_in_ceiling = true;
438 Check properties of the node on which the player is standing
440 const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
441 const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
443 // Determine if jumping is possible
444 m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
445 itemgroup_get(f1.groups, "disable_jump");
446 m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
448 // Jump key pressed while jumping off from a bouncy block
449 if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
450 m_speed.Y >= -0.5f * BS) {
451 float jumpspeed = movement_speed_jump * physics_override_jump;
452 if (m_speed.Y > 1.0f) {
453 // Reduce boost when speed already is high
454 m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
456 m_speed.Y += jumpspeed;
463 handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
466 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
468 move(dtime, env, pos_max_d, NULL);
471 void LocalPlayer::applyControl(float dtime, Environment *env)
474 swimming_vertical = false;
475 swimming_pitch = false;
477 setPitch(control.pitch);
480 // Nullify speed and don't run positioning code if the player is attached
486 PlayerSettings &player_settings = getPlayerSettings();
488 // All vectors are relative to the player's yaw,
489 // (and pitch if pitch move mode enabled),
490 // and will be rotated at the end
491 v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
493 bool fly_allowed = m_client->checkLocalPrivilege("fly");
494 bool fast_allowed = m_client->checkLocalPrivilege("fast");
496 bool free_move = fly_allowed && player_settings.free_move;
497 bool fast_move = fast_allowed && player_settings.fast_move;
498 bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move;
499 // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
500 bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
501 bool always_fly_fast = player_settings.always_fly_fast;
503 // Whether superspeed mode is used or not
504 bool superspeed = false;
506 if (always_fly_fast && free_move && fast_move)
509 // Old descend control
510 if (player_settings.aux1_descends) {
511 // If free movement and fast movement, always move fast
512 if (free_move && fast_move)
515 // Auxiliary button 1 (E)
518 // In free movement mode, aux1 descends
520 speedV.Y = -movement_speed_fast;
522 speedV.Y = -movement_speed_walk;
523 } else if (in_liquid || in_liquid_stable) {
524 speedV.Y = -movement_speed_walk;
525 swimming_vertical = true;
526 } else if (is_climbing) {
527 speedV.Y = -movement_speed_climb;
529 // If not free movement but fast is allowed, aux1 is
536 // New minecraft-like descend control
538 // Auxiliary button 1 (E)
541 // aux1 is "Turbo button"
549 // In free movement mode, sneak descends
550 if (fast_move && (control.aux1 || always_fly_fast))
551 speedV.Y = -movement_speed_fast;
553 speedV.Y = -movement_speed_walk;
554 } else if (in_liquid || in_liquid_stable) {
556 speedV.Y = -movement_speed_fast;
558 speedV.Y = -movement_speed_walk;
559 swimming_vertical = true;
560 } else if (is_climbing) {
562 speedV.Y = -movement_speed_fast;
564 speedV.Y = -movement_speed_climb;
570 speedH += v3f(0.0f, 0.0f, 1.0f);
573 speedH -= v3f(0.0f, 0.0f, 1.0f);
575 if (!control.up && !control.down)
576 speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
579 speedH += v3f(-1.0f, 0.0f, 0.0f);
582 speedH += v3f(1.0f, 0.0f, 0.0f);
584 if (!control.left && !control.right)
585 speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
588 // release autojump after a given time
589 m_autojump_time -= dtime;
590 if (m_autojump_time <= 0.0f)
596 if (player_settings.aux1_descends || always_fly_fast) {
598 speedV.Y = movement_speed_fast;
600 speedV.Y = movement_speed_walk;
602 if (fast_move && control.aux1)
603 speedV.Y = movement_speed_fast;
605 speedV.Y = movement_speed_walk;
607 } else if (m_can_jump) {
609 NOTE: The d value in move() affects jump height by
610 raising the height at which the jump speed is kept
611 at its starting value
613 v3f speedJ = getSpeed();
614 if (speedJ.Y >= -0.5f * BS) {
615 speedJ.Y = movement_speed_jump * physics_override_jump;
617 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
619 } else if (in_liquid && !m_disable_jump) {
621 speedV.Y = movement_speed_fast;
623 speedV.Y = movement_speed_walk;
624 swimming_vertical = true;
625 } else if (is_climbing && !m_disable_jump) {
627 speedV.Y = movement_speed_fast;
629 speedV.Y = movement_speed_climb;
633 // The speed of the player (Y is ignored)
634 if (superspeed || (is_climbing && fast_climb) ||
635 ((in_liquid || in_liquid_stable) && fast_climb))
636 speedH = speedH.normalize() * movement_speed_fast;
637 else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
638 speedH = speedH.normalize() * movement_speed_crouch;
640 speedH = speedH.normalize() * movement_speed_walk;
642 // Acceleration increase
643 f32 incH = 0.0f; // Horizontal (X, Z)
644 f32 incV = 0.0f; // Vertical (Y)
645 if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
646 (!free_move && m_can_jump && control.jump)) {
647 // Jumping and falling
648 if (superspeed || (fast_move && control.aux1))
649 incH = movement_acceleration_fast * BS * dtime;
651 incH = movement_acceleration_air * BS * dtime;
652 incV = 0.0f; // No vertical acceleration in air
653 } else if (superspeed || (is_climbing && fast_climb) ||
654 ((in_liquid || in_liquid_stable) && fast_climb)) {
655 incH = incV = movement_acceleration_fast * BS * dtime;
657 incH = incV = movement_acceleration_default * BS * dtime;
660 float slip_factor = 1.0f;
661 if (!free_move && !in_liquid && !in_liquid_stable)
662 slip_factor = getSlipFactor(env, speedH);
664 // Don't sink when swimming in pitch mode
665 if (pitch_move && in_liquid) {
666 v3f controlSpeed = speedH + speedV;
667 if (controlSpeed.getLength() > 0.01f)
668 swimming_pitch = true;
671 // Accelerate to target speed with maximum increment
672 accelerate((speedH + speedV) * physics_override_speed,
673 incH * physics_override_speed * slip_factor, incV * physics_override_speed,
677 v3s16 LocalPlayer::getStandingNodePos()
679 if (m_sneak_node_exists)
682 return m_standing_node;
685 v3s16 LocalPlayer::getFootstepNodePos()
687 // Emit swimming sound if the player is in liquid
688 if (in_liquid_stable)
689 return floatToInt(getPosition(), BS);
691 // BS * 0.05 below the player's feet ensures a 1/16th height
692 // nodebox is detected instead of the node below it.
694 return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
696 // A larger distance below is necessary for a footstep sound
697 // when landing after a jump or fall. BS * 0.5 ensures water
698 // sounds when swimming in 1 node deep water.
699 return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
702 v3s16 LocalPlayer::getLightPosition() const
704 return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
707 v3f LocalPlayer::getEyeOffset() const
709 float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
710 return v3f(0.0f, BS * eye_height, 0.0f);
713 ClientActiveObject *LocalPlayer::getParent() const
715 return m_cao ? m_cao->getParent() : nullptr;
718 bool LocalPlayer::isDead() const
720 FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
721 return !getCAO()->isImmortal() && hp == 0;
725 void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
726 const f32 max_increase_V, const bool use_pitch)
728 const f32 yaw = getYaw();
729 const f32 pitch = getPitch();
730 v3f flat_speed = m_speed;
731 // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch
732 flat_speed.rotateXZBy(-yaw);
734 flat_speed.rotateYZBy(-pitch);
736 v3f d_wanted = target_speed - flat_speed;
739 // Then compare the horizontal and vertical components with the wanted speed
740 if (max_increase_H > 0.0f) {
741 v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
742 if (d_wanted_H.getLength() > max_increase_H)
743 d += d_wanted_H.normalize() * max_increase_H;
748 if (max_increase_V > 0.0f) {
749 f32 d_wanted_V = d_wanted.Y;
750 if (d_wanted_V > max_increase_V)
751 d.Y += max_increase_V;
752 else if (d_wanted_V < -max_increase_V)
753 d.Y -= max_increase_V;
758 // Finally rotate it again
766 // Temporary option for old move code
767 void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
768 std::vector<CollisionInfo> *collision_info)
770 Map *map = &env->getMap();
771 const NodeDefManager *nodemgr = m_client->ndef();
773 v3f position = getPosition();
775 // Copy parent position if local player is attached
777 setPosition(m_cao->getPosition());
778 m_sneak_node_exists = false;
779 added_velocity = v3f(0.0f);
783 PlayerSettings &player_settings = getPlayerSettings();
785 // Skip collision detection if noclip mode is used
786 bool fly_allowed = m_client->checkLocalPrivilege("fly");
787 bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
788 bool free_move = noclip && fly_allowed && player_settings.free_move;
790 position += m_speed * dtime;
791 setPosition(position);
793 touching_ground = false;
794 m_sneak_node_exists = false;
795 added_velocity = v3f(0.0f);
799 m_speed += added_velocity;
800 added_velocity = v3f(0.0f);
805 bool is_valid_position;
810 Check if player is in liquid (the oscillating value)
813 // If in liquid, the threshold of coming out is at higher y
814 pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
815 node = map->getNode(pp, &is_valid_position);
816 if (is_valid_position) {
817 in_liquid = nodemgr->get(node.getContent()).isLiquid();
818 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
823 // If not in liquid, the threshold of going in is at lower y
824 pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
825 node = map->getNode(pp, &is_valid_position);
826 if (is_valid_position) {
827 in_liquid = nodemgr->get(node.getContent()).isLiquid();
828 liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
835 Check if player is in liquid (the stable value)
837 pp = floatToInt(position + v3f(0.0f), BS);
838 node = map->getNode(pp, &is_valid_position);
839 if (is_valid_position)
840 in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
842 in_liquid_stable = false;
845 Check if player is climbing
847 pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
848 v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
849 node = map->getNode(pp, &is_valid_position);
850 bool is_valid_position2;
851 MapNode node2 = map->getNode(pp2, &is_valid_position2);
853 if (!(is_valid_position && is_valid_position2))
856 is_climbing = (nodemgr->get(node.getContent()).climbable ||
857 nodemgr->get(node2.getContent()).climbable) && !free_move;
860 Collision uncertainty radius
861 Make it a bit larger than the maximum distance of movement
863 //f32 d = pos_max_d * 1.1;
864 // A fairly large value in here makes moving smoother
866 // This should always apply, otherwise there are glitches
867 sanity_check(d > pos_max_d);
868 // Maximum distance over border for sneaking
869 f32 sneak_max = BS * 0.4f;
872 If sneaking, keep in range from the last walked node and don't
875 if (control.sneak && m_sneak_node_exists &&
876 !(fly_allowed && player_settings.free_move) && !in_liquid &&
877 physics_override_sneak) {
878 f32 maxd = 0.5f * BS + sneak_max;
879 v3f lwn_f = intToFloat(m_sneak_node, BS);
880 position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
881 position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
884 // Move up if necessary
885 f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
886 if (position.Y < new_y)
889 Collision seems broken, since player is sinking when
890 sneaking over the edges of current sneaking_node.
891 TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
893 if (m_speed.Y < 0.0f)
898 // TODO: This shouldn't be hardcoded but decided by the server
899 float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
902 const v3f initial_position = position;
903 const v3f initial_speed = m_speed;
905 collisionMoveResult result = collisionMoveSimple(env, m_client,
906 pos_max_d, m_collisionbox, player_stepheight, dtime,
907 &position, &m_speed, accel_f);
909 // Positition was slightly changed; update standing node pos
911 m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
913 m_standing_node = floatToInt(m_position, BS);
916 If the player's feet touch the topside of any node, this is
919 Player is allowed to jump when this is true.
921 bool touching_ground_was = touching_ground;
922 touching_ground = result.touching_ground;
924 //bool standing_on_unloaded = result.standing_on_unloaded;
927 Check the nodes under the player to see from which node the
928 player is sneaking from, if any. If the node from under
929 the player has been removed, the player falls.
931 f32 position_y_mod = 0.05f * BS;
932 if (m_sneak_node_bb_ymax > 0.0f)
933 position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
934 v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
935 if (m_sneak_node_exists &&
936 nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
937 m_old_node_below_type != "air") {
938 // Old node appears to have been removed; that is,
939 // it wasn't air before but now it is
940 m_need_to_get_new_sneak_node = false;
941 m_sneak_node_exists = false;
942 } else if (nodemgr->get(map->getNode(current_node)).name != "air") {
943 // We are on something, so make sure to recalculate the sneak
945 m_need_to_get_new_sneak_node = true;
948 if (m_need_to_get_new_sneak_node && physics_override_sneak) {
949 m_sneak_node_bb_ymax = 0.0f;
950 v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
951 v2f player_p2df(position.X, position.Z);
952 f32 min_distance_f = 100000.0f * BS;
953 // If already seeking from some node, compare to it.
954 v3s16 new_sneak_node = m_sneak_node;
955 for (s16 x= -1; x <= 1; x++)
956 for (s16 z= -1; z <= 1; z++) {
957 v3s16 p = pos_i_bottom + v3s16(x, 0, z);
958 v3f pf = intToFloat(p, BS);
959 v2f node_p2df(pf.X, pf.Z);
960 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
961 f32 max_axis_distance_f = MYMAX(
962 std::fabs(player_p2df.X - node_p2df.X),
963 std::fabs(player_p2df.Y - node_p2df.Y));
965 if (distance_f > min_distance_f ||
966 max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
969 // The node to be sneaked on has to be walkable
970 node = map->getNode(p, &is_valid_position);
971 if (!is_valid_position || !nodemgr->get(node).walkable)
973 // And the node above it has to be nonwalkable
974 node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
975 if (!is_valid_position || nodemgr->get(node).walkable)
977 // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
978 if (!physics_override_sneak_glitch) {
979 node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
980 if (!is_valid_position || nodemgr->get(node).walkable)
984 min_distance_f = distance_f;
988 bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
990 m_sneak_node = new_sneak_node;
991 m_sneak_node_exists = sneak_node_found;
993 if (sneak_node_found) {
995 MapNode n = map->getNode(m_sneak_node);
996 std::vector<aabb3f> nodeboxes;
997 n.getCollisionBoxes(nodemgr, &nodeboxes);
998 for (const auto &box : nodeboxes) {
999 if (box.MaxEdge.Y > cb_max)
1000 cb_max = box.MaxEdge.Y;
1002 m_sneak_node_bb_ymax = cb_max;
1006 If sneaking, the player's collision box can be in air, so
1007 this has to be set explicitly
1009 if (sneak_node_found && control.sneak)
1010 touching_ground = true;
1014 Set new position but keep sneak node set
1016 bool sneak_node_exists = m_sneak_node_exists;
1017 setPosition(position);
1018 m_sneak_node_exists = sneak_node_exists;
1023 // Don't report if flying
1024 if (collision_info && !(player_settings.free_move && fly_allowed)) {
1025 for (const auto &info : result.collisions) {
1026 collision_info->push_back(info);
1030 if (!result.standing_on_object && !touching_ground_was && touching_ground) {
1031 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
1032 // Set camera impact value to be used for view bobbing
1033 camera_impact = getSpeed().Y * -1.0f;
1037 camera_barely_in_ceiling = false;
1038 v3s16 camera_np = floatToInt(getEyePosition(), BS);
1039 MapNode n = map->getNode(camera_np);
1040 if (n.getContent() != CONTENT_IGNORE) {
1041 if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
1042 camera_barely_in_ceiling = true;
1047 Update the node last under the player
1049 m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
1050 m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
1053 Check properties of the node on which the player is standing
1055 const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
1057 // Determine if jumping is possible
1058 m_disable_jump = itemgroup_get(f.groups, "disable_jump");
1059 m_can_jump = touching_ground && !m_disable_jump;
1061 // Jump key pressed while jumping off from a bouncy block
1062 if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
1063 m_speed.Y >= -0.5f * BS) {
1064 float jumpspeed = movement_speed_jump * physics_override_jump;
1065 if (m_speed.Y > 1.0f) {
1066 // Reduce boost when speed already is high
1067 m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
1069 m_speed.Y += jumpspeed;
1076 handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
1079 float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
1081 // Slip on slippery nodes
1082 const NodeDefManager *nodemgr = env->getGameDef()->ndef();
1083 Map *map = &env->getMap();
1084 const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
1087 slippery = itemgroup_get(f.groups, "slippery");
1089 if (slippery >= 1) {
1090 if (speedH == v3f(0.0f))
1093 return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
1098 void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
1099 const collisionMoveResult &result, const v3f &initial_position,
1100 const v3f &initial_speed, f32 pos_max_d)
1102 PlayerSettings &player_settings = getPlayerSettings();
1103 if (!player_settings.autojump)
1109 bool control_forward = control.up ||
1110 (!control.up && !control.down &&
1111 control.forw_move_joystick_axis < -0.05f);
1113 bool could_autojump =
1114 m_can_jump && !control.jump && !control.sneak && control_forward;
1116 if (!could_autojump)
1119 bool horizontal_collision = false;
1120 for (const auto &colinfo : result.collisions) {
1121 if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
1122 horizontal_collision = true;
1123 break; // one is enough
1127 // must be running against something to trigger autojumping
1128 if (!horizontal_collision)
1131 // check for nodes above
1132 v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
1133 v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
1134 headpos_min.Y = headpos_max.Y; // top face of collision box
1135 v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
1136 v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
1137 const NodeDefManager *ndef = env->getGameDef()->ndef();
1138 bool is_position_valid;
1139 for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
1140 for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
1141 MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
1143 if (!is_position_valid)
1144 break; // won't collide with the void outside
1145 if (n.getContent() == CONTENT_IGNORE)
1146 return; // players collide with ignore blocks -> same as walkable
1147 const ContentFeatures &f = ndef->get(n);
1149 return; // would bump head, don't jump
1153 float jump_height = 1.1f; // TODO: better than a magic number
1154 v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
1155 v3f jump_speed = initial_speed;
1157 // try at peak of jump, zero step height
1158 collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
1159 m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
1161 // see if we can get a little bit farther horizontally if we had
1163 v3f run_delta = m_position - initial_position;
1165 v3f jump_delta = jump_pos - initial_position;
1166 jump_delta.Y = 0.0f;
1167 if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
1169 m_autojump_time = 0.1f;