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"
22 #include "main.h" // For g_settings
24 #include "collision.h"
28 #include "environment.h"
30 #include "util/numeric.h"
36 LocalPlayer::LocalPlayer(IGameDef *gamedef):
40 overridePosition(v3f(0,0,0)),
41 last_position(v3f(0,0,0)),
42 last_speed(v3f(0,0,0)),
46 m_sneak_node(32767,32767,32767),
47 m_sneak_node_exists(false),
48 m_old_node_below(32767,32767,32767),
49 m_old_node_below_type("air"),
50 m_need_to_get_new_sneak_node(true),
53 // Initialize hp to 0, so that no hearts will be shown if server
54 // doesn't support health points
58 LocalPlayer::~LocalPlayer()
62 void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
63 std::list<CollisionInfo> *collision_info)
65 Map *map = &env->getMap();
66 INodeDefManager *nodemgr = m_gamedef->ndef();
68 v3f position = getPosition();
70 v3f old_speed = m_speed;
72 // Copy parent position if local player is attached
75 setPosition(overridePosition);
79 // Skip collision detection if noclip mode is used
80 bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
81 bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
82 g_settings->getBool("noclip");
83 bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
86 position += m_speed * dtime;
87 setPosition(position);
96 Check if player is in liquid (the oscillating value)
99 // If in liquid, the threshold of coming out is at higher y
102 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
103 in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
104 liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
106 // If not in liquid, the threshold of going in is at lower y
109 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
110 in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
111 liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
114 catch(InvalidPositionException &e)
120 Check if player is in liquid (the stable value)
123 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
124 in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
126 catch(InvalidPositionException &e)
128 in_liquid_stable = false;
132 Check if player is climbing
136 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
137 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
138 is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
139 nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
141 catch(InvalidPositionException &e)
147 Collision uncertainty radius
148 Make it a bit larger than the maximum distance of movement
150 //f32 d = pos_max_d * 1.1;
151 // A fairly large value in here makes moving smoother
154 // This should always apply, otherwise there are glitches
155 assert(d > pos_max_d);
157 float player_radius = BS*0.30;
158 float player_height = BS*1.55;
160 // Maximum distance over border for sneaking
161 f32 sneak_max = BS*0.4;
164 If sneaking, keep in range from the last walked node and don't
167 if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
169 f32 maxd = 0.5*BS + sneak_max;
170 v3f lwn_f = intToFloat(m_sneak_node, BS);
171 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
172 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
176 f32 min_y = lwn_f.Y + 0.5*BS;
177 if(position.Y < min_y)
188 Calculate player collision box (new and old)
190 core::aabbox3d<f32> playerbox(
199 float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
201 v3f accel_f = v3f(0,0,0);
203 collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
204 pos_max_d, playerbox, player_stepheight, dtime,
205 position, m_speed, accel_f);
208 If the player's feet touch the topside of any node, this is
211 Player is allowed to jump when this is true.
213 bool touching_ground_was = touching_ground;
214 touching_ground = result.touching_ground;
216 //bool standing_on_unloaded = result.standing_on_unloaded;
219 Check the nodes under the player to see from which node the
220 player is sneaking from, if any. If the node from under
221 the player has been removed, the player falls.
223 v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
224 if(m_sneak_node_exists &&
225 nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
226 m_old_node_below_type != "air")
228 // Old node appears to have been removed; that is,
229 // it wasn't air before but now it is
230 m_need_to_get_new_sneak_node = false;
231 m_sneak_node_exists = false;
233 else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
235 // We are on something, so make sure to recalculate the sneak
237 m_need_to_get_new_sneak_node = true;
239 if(m_need_to_get_new_sneak_node)
241 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
242 v2f player_p2df(position.X, position.Z);
243 f32 min_distance_f = 100000.0*BS;
244 // If already seeking from some node, compare to it.
245 /*if(m_sneak_node_exists)
247 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
248 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
249 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
250 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
251 // Ignore if player is not on the same level (likely dropped)
252 if(d_vert_f < 0.15*BS)
253 min_distance_f = d_horiz_f;
255 v3s16 new_sneak_node = m_sneak_node;
256 for(s16 x=-1; x<=1; x++)
257 for(s16 z=-1; z<=1; z++)
259 v3s16 p = pos_i_bottom + v3s16(x,0,z);
260 v3f pf = intToFloat(p, BS);
261 v2f node_p2df(pf.X, pf.Z);
262 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
263 f32 max_axis_distance_f = MYMAX(
264 fabs(player_p2df.X-node_p2df.X),
265 fabs(player_p2df.Y-node_p2df.Y));
267 if(distance_f > min_distance_f ||
268 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
272 // The node to be sneaked on has to be walkable
273 if(nodemgr->get(map->getNode(p)).walkable == false)
275 // And the node above it has to be nonwalkable
276 if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
279 catch(InvalidPositionException &e)
284 min_distance_f = distance_f;
288 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
290 m_sneak_node = new_sneak_node;
291 m_sneak_node_exists = sneak_node_found;
294 If sneaking, the player's collision box can be in air, so
295 this has to be set explicitly
297 if(sneak_node_found && control.sneak)
298 touching_ground = true;
304 setPosition(position);
309 bool bouncy_jump = false;
310 // Dont report if flying
311 if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
313 for(size_t i=0; i<result.collisions.size(); i++){
314 const CollisionInfo &info = result.collisions[i];
315 collision_info->push_back(info);
316 if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
322 if(bouncy_jump && control.jump){
323 m_speed.Y += movement_speed_jump*BS;
324 touching_ground = false;
325 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
326 m_gamedef->event()->put(e);
329 if(!touching_ground_was && touching_ground){
330 MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
331 m_gamedef->event()->put(e);
333 // Set camera impact value to be used for view bobbing
334 camera_impact = getSpeed().Y * -1;
338 camera_barely_in_ceiling = false;
339 v3s16 camera_np = floatToInt(getEyePosition(), BS);
340 MapNode n = map->getNodeNoEx(camera_np);
341 if(n.getContent() != CONTENT_IGNORE){
342 if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
343 camera_barely_in_ceiling = true;
349 Update the node last under the player
351 m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
352 m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
355 Check properties of the node on which the player is standing
357 const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
358 // Determine if jumping is possible
359 m_can_jump = touching_ground && !in_liquid;
360 if(itemgroup_get(f.groups, "disable_jump"))
364 void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
366 move(dtime, env, pos_max_d, NULL);
369 void LocalPlayer::applyControl(float dtime)
372 swimming_vertical = false;
374 setPitch(control.pitch);
377 // Nullify speed and don't run positioning code if the player is attached
380 setSpeed(v3f(0,0,0));
384 v3f move_direction = v3f(0,0,1);
385 move_direction.rotateXZBy(getYaw());
387 v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
388 v3f speedV = v3f(0,0,0); // Vertical (Y)
390 bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
391 bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
393 bool free_move = fly_allowed && g_settings->getBool("free_move");
394 bool fast_move = fast_allowed && g_settings->getBool("fast_move");
395 // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
396 bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
397 bool continuous_forward = g_settings->getBool("continuous_forward");
399 // Whether superspeed mode is used or not
400 bool superspeed = false;
402 if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
405 // Old descend control
406 if(g_settings->getBool("aux1_descends"))
408 // If free movement and fast movement, always move fast
409 if(free_move && fast_move)
412 // Auxiliary button 1 (E)
417 // In free movement mode, aux1 descends
419 speedV.Y = -movement_speed_fast;
421 speedV.Y = -movement_speed_walk;
423 else if(in_liquid || in_liquid_stable)
425 speedV.Y = -movement_speed_walk;
426 swimming_vertical = true;
430 speedV.Y = -movement_speed_climb;
434 // If not free movement but fast is allowed, aux1 is
441 // New minecraft-like descend control
444 // Auxiliary button 1 (E)
449 // aux1 is "Turbo button"
459 // In free movement mode, sneak descends
460 if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
461 speedV.Y = -movement_speed_fast;
463 speedV.Y = -movement_speed_walk;
465 else if(in_liquid || in_liquid_stable)
468 speedV.Y = -movement_speed_fast;
470 speedV.Y = -movement_speed_walk;
471 swimming_vertical = true;
476 speedV.Y = -movement_speed_fast;
478 speedV.Y = -movement_speed_climb;
483 if(continuous_forward)
484 speedH += move_direction;
488 if(continuous_forward)
491 speedH += move_direction;
495 speedH -= move_direction;
499 speedH += move_direction.crossProduct(v3f(0,1,0));
503 speedH += move_direction.crossProduct(v3f(0,-1,0));
509 if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
512 speedV.Y = movement_speed_fast;
514 speedV.Y = movement_speed_walk;
516 if(fast_move && control.aux1)
517 speedV.Y = movement_speed_fast;
519 speedV.Y = movement_speed_walk;
525 NOTE: The d value in move() affects jump height by
526 raising the height at which the jump speed is kept
527 at its starting value
529 v3f speedJ = getSpeed();
530 if(speedJ.Y >= -0.5 * BS)
532 speedJ.Y = movement_speed_jump * physics_override_jump;
535 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
536 m_gamedef->event()->put(e);
542 speedV.Y = movement_speed_fast;
544 speedV.Y = movement_speed_walk;
545 swimming_vertical = true;
550 speedV.Y = movement_speed_fast;
552 speedV.Y = movement_speed_climb;
556 // The speed of the player (Y is ignored)
557 if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
558 speedH = speedH.normalize() * movement_speed_fast;
559 else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
560 speedH = speedH.normalize() * movement_speed_crouch;
562 speedH = speedH.normalize() * movement_speed_walk;
564 // Acceleration increase
565 f32 incH = 0; // Horizontal (X, Z)
566 f32 incV = 0; // Vertical (Y)
567 if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
569 // Jumping and falling
570 if(superspeed || (fast_move && control.aux1))
571 incH = movement_acceleration_fast * BS * dtime;
573 incH = movement_acceleration_air * BS * dtime;
574 incV = 0; // No vertical acceleration in air
576 else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
577 incH = incV = movement_acceleration_fast * BS * dtime;
579 incH = incV = movement_acceleration_default * BS * dtime;
581 // Accelerate to target speed with maximum increment
582 accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
583 accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
586 v3s16 LocalPlayer::getStandingNodePos()
588 if(m_sneak_node_exists)
590 return floatToInt(getPosition(), BS);