Move client-specific files to 'src/client' (#7902)
[oweals/minetest.git] / src / client / localplayer.cpp
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp
new file mode 100644 (file)
index 0000000..1c65d3b
--- /dev/null
@@ -0,0 +1,1158 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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 <cmath>
+#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<aabb3f> &nodeboxes)
+{
+       if (nodeboxes.empty())
+               return aabb3f(0, 0, 0, 0, 0, 0);
+
+       aabb3f b_max;
+
+       std::vector<aabb3f>::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<aabb3f> 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<CollisionInfo> *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<CollisionInfo> *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<aabb3f> 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;
+       }
+}