LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
+ 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),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false),
m_old_node_below(32767,32767,32767),
v3f old_speed = m_speed;
- // Skip collision detection if a special movement mode is used
+ // Copy parent position if local player is attached
+ if(isAttached)
+ {
+ setPosition(overridePosition);
+ return;
+ }
+
+ // Skip collision detection if noclip mode is used
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
- bool free_move = fly_allowed && g_settings->getBool("free_move");
+ bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+ g_settings->getBool("noclip");
+ bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
if(free_move)
{
position += m_speed * dtime;
*/
/*
- Check if player is in water (the oscillating value)
+ Check if player is in liquid (the oscillating value)
*/
try{
- // If in water, the threshold of coming out is at higher y
- if(in_water)
+ // If in liquid, the threshold of coming out is at higher y
+ if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
- // If not in water, the threshold of going in is at lower y
+ // If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
- in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
{
- in_water = false;
+ in_liquid = false;
}
/*
- Check if player is in water (the stable value)
+ Check if player is in liquid (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
- in_water_stable = false;
+ in_liquid_stable = false;
}
/*
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
- if(control.sneak && m_sneak_node_exists)
+ if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
{
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);
- f32 min_y = lwn_f.Y + 0.5*BS;
- if(position.Y < min_y)
+ if(!is_climbing)
{
- position.Y = min_y;
+ 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;
+ if(m_speed.Y < 0)
+ m_speed.Y = 0;
+ }
}
}
Report collisions
*/
bool bouncy_jump = false;
- if(collision_info)
+ // 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];
}
if(bouncy_jump && control.jump){
- m_speed.Y += 6.5*BS;
+ m_speed.Y += movement_speed_jump*BS;
touching_ground = false;
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map.getNodeNoEx(camera_np);
if(n.getContent() != CONTENT_IGNORE){
- if(nodemgr->get(n).walkable){
+ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
camera_barely_in_ceiling = true;
}
}
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
- m_can_jump = touching_ground;
+ m_can_jump = touching_ground && !in_liquid;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
- swimming_up = false;
+ swimming_vertical = false;
- // Random constants
- f32 walk_acceleration = 4.0 * BS;
- f32 walkspeed_max = 4.0 * BS;
-
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;
+ }
+
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
- v3f speed = v3f(0,0,0);
+ 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 free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
+ bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
bool continuous_forward = g_settings->getBool("continuous_forward");
- if(free_move || is_climbing)
- {
- v3f speed = getSpeed();
- speed.Y = 0;
- setSpeed(speed);
- }
-
// Whether superspeed mode is used or not
bool superspeed = false;
- // If free movement and fast movement, always move fast
- if(free_move && fast_move)
+ if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
superspeed = true;
-
+
// Old descend control
if(g_settings->getBool("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
- v3f speed = getSpeed();
if(fast_move)
- speed.Y = -20*BS;
+ speedV.Y = -movement_speed_fast;
else
- speed.Y = -walkspeed_max;
- setSpeed(speed);
+ speedV.Y = -movement_speed_walk;
+ }
+ else if(in_liquid || in_liquid_stable)
+ {
+ // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+ speedV.Y = -movement_speed_fast;
+ swimming_vertical = true;
}
else if(is_climbing)
{
- v3f speed = getSpeed();
- speed.Y = -3*BS;
- setSpeed(speed);
+ // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+ speedV.Y = -movement_speed_fast;
}
else
{
// Auxiliary button 1 (E)
if(control.aux1)
{
- if(!free_move && !is_climbing)
+ if(!is_climbing)
{
- // If not free movement but fast is allowed, aux1 is
- // "Turbo button"
+ // aux1 is "Turbo button"
if(fast_move)
superspeed = true;
}
if(free_move)
{
// In free movement mode, sneak descends
- v3f speed = getSpeed();
- if(fast_move)
- speed.Y = -20*BS;
+ if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_walk;
+ }
+ else if(in_liquid || in_liquid_stable)
+ {
+ if(fast_or_aux1_descends)
+ // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+ speedV.Y = -movement_speed_fast;
else
- speed.Y = -walkspeed_max;
- setSpeed(speed);
+ speedV.Y = -movement_speed_walk;
+ swimming_vertical = true;
}
else if(is_climbing)
{
- v3f speed = getSpeed();
- speed.Y = -3*BS;
- setSpeed(speed);
+ if(fast_or_aux1_descends)
+ // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+ speedV.Y = -movement_speed_fast;
+ else
+ speedV.Y = -movement_speed_climb;
}
}
}
if(continuous_forward)
- speed += move_direction;
+ speedH += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
- speed += move_direction;
+ speedH += move_direction;
}
if(control.down)
{
- speed -= move_direction;
+ speedH -= move_direction;
}
if(control.left)
{
- speed += move_direction.crossProduct(v3f(0,1,0));
+ speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
- speed += move_direction.crossProduct(v3f(0,-1,0));
+ speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
- {
- v3f speed = getSpeed();
- if(fast_move)
- speed.Y = 20*BS;
- else
- speed.Y = walkspeed_max;
- setSpeed(speed);
+ {
+ if(g_settings->getBool("aux1_descends") || g_settings->getBool("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)
{
raising the height at which the jump speed is kept
at its starting value
*/
- v3f speed = getSpeed();
- if(speed.Y >= -0.5*BS)
+ v3f speedJ = getSpeed();
+ if(speedJ.Y >= -0.5 * BS)
{
- speed.Y = 6.5*BS;
- setSpeed(speed);
+ speedJ.Y = movement_speed_jump;
+ setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
- // Use the oscillating value for getting out of water
- // (so that the player doesn't fly on the surface)
- else if(in_water)
+ else if(in_liquid)
{
- v3f speed = getSpeed();
- speed.Y = 1.5*BS;
- setSpeed(speed);
- swimming_up = true;
+ if(fast_or_aux1_descends)
+ // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_walk;
+ swimming_vertical = true;
}
else if(is_climbing)
{
- v3f speed = getSpeed();
- speed.Y = 3*BS;
- setSpeed(speed);
+ if(fast_or_aux1_descends)
+ // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+ speedV.Y = movement_speed_fast;
+ else
+ speedV.Y = movement_speed_climb;
}
}
// The speed of the player (Y is ignored)
- if(superspeed)
- speed = speed.normalize() * walkspeed_max * 5.0;
- else if(control.sneak)
- speed = speed.normalize() * walkspeed_max / 3.0;
+ if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
+ speedH = speedH.normalize() * movement_speed_fast;
+ else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
+ speedH = speedH.normalize() * movement_speed_crouch;
else
- speed = speed.normalize() * walkspeed_max;
-
- f32 inc = walk_acceleration * BS * dtime;
-
- // Faster acceleration if fast and free movement
- if(free_move && fast_move)
- inc = walk_acceleration * BS * dtime * 10;
-
+ 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 || (fast_move && control.aux1))
+ incH = incV = movement_acceleration_fast * BS * dtime;
+ else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
+ // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+ incH = incV = movement_acceleration_fast * BS * dtime;
+ else
+ incH = incV = movement_acceleration_default * BS * dtime;
+
// Accelerate to target speed with maximum increment
- accelerate(speed, inc);
+ accelerateHorizontal(speedH, incH);
+ accelerateVertical(speedV, incV);
}
v3s16 LocalPlayer::getStandingNodePos()