#include "event.h"
#include "collision.h"
-#include "gamedef.h"
#include "nodedef.h"
#include "settings.h"
#include "environment.h"
#include "map.h"
-#include "util/numeric.h"
+#include "client.h"
+#include "content_cao.h"
/*
LocalPlayer
*/
-LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
- Player(gamedef, name),
- parent(0),
- isAttached(false),
- overridePosition(v3f(0,0,0)),
- last_position(v3f(0,0,0)),
- last_speed(v3f(0,0,0)),
- last_pitch(0),
- last_yaw(0),
- last_keyPressed(0),
- last_animation(NO_ANIM),
- hotbar_image(""),
- hotbar_selected_image(""),
- light_color(255,255,255,255),
- m_sneak_node(32767,32767,32767),
- m_sneak_node_exists(false),
- m_old_node_below(32767,32767,32767),
- m_old_node_below_type("air"),
- m_need_to_get_new_sneak_node(true),
- m_can_jump(false),
- m_cao(NULL)
+LocalPlayer::LocalPlayer(Client *client, const char *name):
+ Player(name, client->idef()),
+ m_client(client)
{
- // Initialize hp to 0, so that no hearts will be shown if server
- // doesn't support health points
- hp = 0;
- eye_offset_first = v3f(0,0,0);
- eye_offset_third = v3f(0,0,0);
}
-LocalPlayer::~LocalPlayer()
+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)
+ };
+
+ INodeDefManager *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)
{
+ // 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();
- INodeDefManager *nodemgr = m_gamedef->ndef();
+ INodeDefManager *nodemgr = m_client->ndef();
v3f position = getPosition();
// Copy parent position if local player is attached
- if(isAttached)
- {
+ if (isAttached) {
setPosition(overridePosition);
- m_sneak_node_exists = false;
return;
}
// Skip collision detection if noclip mode is used
- bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
- bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool noclip = m_client->checkLocalPrivilege("noclip") &&
g_settings->getBool("noclip");
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
- if(free_move)
- {
- position += m_speed * dtime;
+ if (free_move) {
+ position += m_speed * dtime;
setPosition(position);
- m_sneak_node_exists = false;
return;
}
|| nodemgr->get(node2.getContent()).climbable) && !free_move;
}
-
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
// 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 && g_settings->getBool("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)
- {
- f32 min_y = lwn_f.Y + 0.5*BS;
- if(position.Y < min_y)
- {
- position.Y = min_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);
+ // 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));
+ // TODO this is a problematic hack.
+ // Use a better implementation for autojump, or apply a custom stepheight
+ // to all players, as this currently creates unintended special movement
+ // abilities and advantages for Android players on a server.
#ifdef __ANDROID__
- player_stepheight += (0.5 * BS);
+ if (touching_ground)
+ player_stepheight += (0.6f * BS);
#endif
v3f accel_f = v3f(0,0,0);
- collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
- pos_max_d, m_collisionbox, player_stepheight, dtime,
- position, m_speed, accel_f);
+ collisionMoveResult result = collisionMoveSimple(env, m_client,
+ pos_max_d, m_collisionbox, player_stepheight, dtime,
+ &position, &m_speed, accel_f);
+ bool could_sneak = control.sneak &&
+ !(fly_allowed && g_settings->getBool("free_move")) &&
+ !in_liquid && !is_climbing &&
+ physics_override_sneak;
/*
If the player's feet touch the topside of any node, this is
set to true.
*/
bool touching_ground_was = touching_ground;
touching_ground = result.touching_ground;
+ bool sneak_can_jump = false;
- //bool standing_on_unloaded = result.standing_on_unloaded;
+ // 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;
- /*
- 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.
- */
- v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), 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;
+ 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);
}
- 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)
- {
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
- v2f player_p2df(position.X, position.Z);
- f32 min_distance_f = 100000.0*BS;
- // If already seeking from some node, compare to it.
- /*if(m_sneak_node_exists)
- {
- v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
- v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
- f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
- f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
- // Ignore if player is not on the same level (likely dropped)
- if(d_vert_f < 0.15*BS)
- min_distance_f = d_horiz_f;
- }*/
- 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(
- fabs(player_p2df.X-node_p2df.X),
- 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;
+ /*
+ 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;
+
+ // (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;
+ }
- // The node to be sneaked on has to be walkable
- node = map->getNodeNoEx(p, &is_valid_position);
- if (!is_valid_position || nodemgr->get(node).walkable == false)
- continue;
- // And the node above it has to be nonwalkable
- node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
- if (!is_valid_position || nodemgr->get(node).walkable) {
- continue;
- }
- 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;
+ 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.
+ position.Y = bmax.Y;
+ m_speed.Y = 0;
}
- bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+ // Allow jumping on node edges while sneaking
+ if (m_speed.Y == 0 || m_sneak_ladder_detected)
+ sneak_can_jump = true;
+
+ if (collision_info != NULL &&
+ 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);
+ }
+ }
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = sneak_node_found;
+ /*
+ Find the next sneak node if necessary
+ */
+ bool new_sneak_node_exists = false;
- /*
- 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;
- }
+ if (could_sneak)
+ new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
/*
- Set new position
+ Set new position but keep sneak node set
*/
setPosition(position);
+ m_sneak_node_exists = new_sneak_node_exists;
/*
Report collisions
*/
- bool bouncy_jump = false;
+
// Dont report if flying
if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
- for(size_t i=0; i<result.collisions.size(); i++) {
- const CollisionInfo &info = result.collisions[i];
- collision_info->push_back(info);
- if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
- info.bouncy)
- bouncy_jump = true;
+ for (const auto &colinfo : result.collisions) {
+ collision_info->push_back(colinfo);
}
}
- if(bouncy_jump && control.jump){
- m_speed.Y += movement_speed_jump*BS;
- touching_ground = false;
- MtEvent *e = new SimpleTriggerEvent("PlayerJump");
- m_gamedef->event()->put(e);
- }
-
- if(!touching_ground_was && touching_ground){
+ if(!result.standing_on_object && !touching_ground_was && touching_ground) {
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
- m_gamedef->event()->put(e);
+ m_client->event()->put(e);
// Set camera impact value to be used for view bobbing
camera_impact = getSpeed().Y * -1;
}
}
- /*
- 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 = (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;
+ }
}
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
move(dtime, env, pos_max_d, NULL);
}
-void LocalPlayer::applyControl(float dtime)
+void LocalPlayer::applyControl(float dtime, Environment *env)
{
// Clear stuff
swimming_vertical = false;
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
- bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
- bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool fast_allowed = m_client->checkLocalPrivilege("fast");
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("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 && !g_settings->getBool("aux1_descends");
bool continuous_forward = g_settings->getBool("continuous_forward");
+ bool always_fly_fast = g_settings->getBool("always_fly_fast");
// Whether superspeed mode is used or not
bool superspeed = false;
- if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
+ if (always_fly_fast && free_move && fast_move)
superspeed = true;
// Old descend control
if(free_move)
{
// In free movement mode, sneak descends
- if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
+ if (fast_move && (control.aux1 || always_fly_fast))
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
}
}
- if(continuous_forward)
+ if (continuous_forward)
speedH += move_direction;
- if(control.up)
- {
- if(continuous_forward)
- superspeed = true;
- else
+ if (control.up) {
+ if (continuous_forward) {
+ if (fast_move)
+ superspeed = true;
+ } else {
speedH += move_direction;
+ }
}
- if(control.down)
- {
+ if (control.down) {
speedH -= move_direction;
}
- if(control.left)
- {
+ 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)
- {
+ 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(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
- {
- if(fast_move)
+ if (free_move) {
+ if (g_settings->getBool("aux1_descends") || always_fly_fast) {
+ if (fast_move)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
at its starting value
*/
v3f speedJ = getSpeed();
- if(speedJ.Y >= -0.5 * BS)
- {
+ if(speedJ.Y >= -0.5 * BS) {
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
- m_gamedef->event()->put(e);
+ m_client->event()->put(e);
}
}
else if(in_liquid)
else
incH = incV = movement_acceleration_default * BS * dtime;
+ float slip_factor = getSlipFactor(env, speedH);
// Accelerate to target speed with maximum increment
- accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
- accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
+ accelerateHorizontal(speedH * physics_override_speed,
+ incH * physics_override_speed * slip_factor);
+ accelerateVertical(speedV * physics_override_speed,
+ incV * physics_override_speed);
}
v3s16 LocalPlayer::getStandingNodePos()
return floatToInt(getPosition() - v3f(0, BS, 0), BS);
}
+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 ? 1.5f : 1.625f;
+ 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();
+ INodeDefManager *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;
+ }
+
+ // Skip collision detection if noclip mode is used
+ bool fly_allowed = m_client->checkLocalPrivilege("fly");
+ bool noclip = m_client->checkLocalPrivilege("noclip") &&
+ g_settings->getBool("noclip");
+ bool free_move = noclip && fly_allowed && g_settings->getBool("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 && g_settings->getBool("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);
+
+#ifdef __ANDROID__
+ player_stepheight += (0.6 * BS);
+#endif
+
+ v3f accel_f = v3f(0, 0, 0);
+
+ 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(
+ fabs(player_p2df.X - node_p2df.X),
+ 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 && !(g_settings->getBool("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) {
+ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+ m_client->event()->put(e);
+ // 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;
+ }
+}
+
+float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
+{
+
+ if (!touching_ground)
+ return 1.0f;
+
+ float slip_factor = 1.0f;
+ // Slip on slippery nodes
+ const INodeDefManager *nodemgr = env->getGameDef()->ndef();
+ Map *map = &env->getMap();
+ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
+ floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
+ int slippery = 0;
+ if (f.walkable) {
+ slippery = itemgroup_get(f.groups, "slippery");
+ } else if (is_slipping) {
+ // slipping over an edge? Check surroundings for slippery nodes
+ slippery = 2 << 16; // guard value, bigger than all realistic ones
+ for (int z = 0; z <= 1; z++) {
+ for (int x = 0; x <= 1; x++) {
+ // this should cover all nodes surrounding player position
+ v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS);
+ const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx(
+ floatToInt(getPosition() - offset, BS)));
+ if (f2.walkable) {
+ // find least slippery node we might be standing on
+ int s = itemgroup_get(f2.groups, "slippery");
+ if (s < slippery)
+ slippery = s;
+ }
+ }
+ }
+ // without any hits, ignore slippery
+ if (slippery >= (2 << 16))
+ slippery = 0;
+ }
+ if (slippery >= 1) {
+ if (speedH == v3f(0.0f)) {
+ slippery = slippery * 2;
+ }
+ slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
+ is_slipping = true;
+ } else {
+ // remember this to avoid checking the edge case above too often
+ is_slipping = false;
+ }
+ return slip_factor;
+}