/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include "mtevent.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 &nodeboxes) { if (nodeboxes.empty()) return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); aabb3f b_max; std::vector::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 = 0.05f * 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(0.0f, position_y_mod, 0.0f), BS); if (current_node != m_sneak_node) { new_sneak_node_exists = false; } else { node = map->getNode(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 = 100000.0f * 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) > (0.5f + 0.1f) * BS + sneak_max.X || fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z) continue; // The node to be sneaked on has to be walkable node = map->getNode(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->getNode(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->getNode(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->getNode(m_sneak_node); std::vector 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->getNode(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->getNode(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 *collision_info) { // Node at feet position, update each ClientEnvironment::step() if (!collision_info || collision_info->empty()) m_standing_node = floatToInt(m_position, BS); // 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 (getParent()) { setPosition(m_cao->getPosition()); added_velocity = v3f(0.0f); // ignored 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); touching_ground = false; added_velocity = v3f(0.0f); // ignored return; } m_speed += added_velocity; added_velocity = v3f(0.0f); /* 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(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(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(0.0f, BS * 0.5f, 0.0f), BS); node = map->getNode(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(0.0f), BS); node = map->getNode(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(0.0f, 0.5f * BS, 0.0f), BS); v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS); node = map->getNode(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNode(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 = 0.15f * 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; 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.axis != COLLISION_AXIS_Y || (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; is_first = false; } } } /* 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(0.4f * BS, 0.0f, 0.4f * 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 = 0.0f; if (position.Z != old_pos.Z) m_speed.Z = 0.0f; } if (y_diff > 0 && m_speed.Y <= 0.0f && (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 = 0.0f; } // Allow jumping on node edges while sneaking if (m_speed.Y == 0.0f || 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->getNode(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->getNode(m_standing_node)); const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0))); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump") || itemgroup_get(f1.groups, "disable_jump"); m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5f * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1.0f) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f)); } 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; swimming_pitch = false; setPitch(control.pitch); setYaw(control.yaw); // Nullify speed and don't run positioning code if the player is attached if (getParent()) { setSpeed(v3f(0.0f)); return; } PlayerSettings &player_settings = getPlayerSettings(); // All vectors are relative to the player's yaw, // (and pitch if pitch move mode enabled), // and will be rotated at the end v3f speedH, speedV; // Horizontal (X, Z) and 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; bool pitch_move = (free_move || in_liquid) && player_settings.pitch_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 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; } } } else { // New minecraft-like descend control // 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; } } } speedH = v3f(sin(control.movement_direction), 0.0f, cos(control.movement_direction)); if (m_autojump) { // release autojump after a given time m_autojump_time -= dtime; if (m_autojump_time <= 0.0f) m_autojump = false; } 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 >= -0.5f * BS) { speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP)); } } else if (in_liquid && !m_disable_jump) { if (fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; swimming_vertical = true; } else if (is_climbing && !m_disable_jump) { 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; speedH *= control.movement_speed; /* Apply analog input */ // Acceleration increase f32 incH = 0.0f; // Horizontal (X, Z) f32 incV = 0.0f; // 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 = 0.0f; // 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 && !in_liquid && !in_liquid_stable) slip_factor = getSlipFactor(env, speedH); // Don't sink when swimming in pitch mode if (pitch_move && in_liquid) { v3f controlSpeed = speedH + speedV; if (controlSpeed.getLength() > 0.01f) swimming_pitch = true; } // Accelerate to target speed with maximum increment accelerate((speedH + speedV) * physics_override_speed, incH * physics_override_speed * slip_factor, incV * physics_override_speed, pitch_move); } v3s16 LocalPlayer::getStandingNodePos() { if (m_sneak_node_exists) return m_sneak_node; return m_standing_node; } v3s16 LocalPlayer::getFootstepNodePos() { // Emit swimming sound if the player is in liquid if (in_liquid_stable) return floatToInt(getPosition(), BS); // BS * 0.05 below the player's feet ensures a 1/16th height // nodebox is detected instead of the node below it. if (touching_ground) return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), 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(0.0f, BS * 0.5f, 0.0f), BS); } v3s16 LocalPlayer::getLightPosition() const { return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS); } v3f LocalPlayer::getEyeOffset() const { float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height; return v3f(0.0f, BS * eye_height, 0.0f); } ClientActiveObject *LocalPlayer::getParent() const { return m_cao ? m_cao->getParent() : nullptr; } bool LocalPlayer::isDead() const { FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized"); return !getCAO()->isImmortal() && hp == 0; } // 3D acceleration void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, const f32 max_increase_V, const bool use_pitch) { const f32 yaw = getYaw(); const f32 pitch = getPitch(); v3f flat_speed = m_speed; // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch flat_speed.rotateXZBy(-yaw); if (use_pitch) flat_speed.rotateYZBy(-pitch); v3f d_wanted = target_speed - flat_speed; v3f d; // Then compare the horizontal and vertical components with the wanted speed if (max_increase_H > 0.0f) { v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f); if (d_wanted_H.getLength() > max_increase_H) d += d_wanted_H.normalize() * max_increase_H; else d += d_wanted_H; } if (max_increase_V > 0.0f) { f32 d_wanted_V = d_wanted.Y; if (d_wanted_V > max_increase_V) d.Y += max_increase_V; else if (d_wanted_V < -max_increase_V) d.Y -= max_increase_V; else d.Y += d_wanted_V; } // Finally rotate it again if (use_pitch) d.rotateYZBy(pitch); d.rotateXZBy(yaw); m_speed += d; } // Temporary option for old move code void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info) { Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if (getParent()) { setPosition(m_cao->getPosition()); m_sneak_node_exists = false; added_velocity = v3f(0.0f); 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); touching_ground = false; m_sneak_node_exists = false; added_velocity = v3f(0.0f); return; } m_speed += added_velocity; added_velocity = v3f(0.0f); /* 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(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(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(0.0f, BS * 0.5f, 0.0f), BS); node = map->getNode(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(0.0f), BS); node = map->getNode(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(0.0f, 0.5f * BS, 0.0f), BS); v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS); node = map->getNode(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNode(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 = 0.15f * 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 * 0.4f; /* 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 = 0.5f * 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 - 0.5f * 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 < 0.0f) m_speed.Y = 0.0f; } } // TODO: This shouldn't be hardcoded but decided by the server float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f); v3f accel_f; 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); // Positition was slightly changed; update standing node pos if (touching_ground) m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS); else m_standing_node = floatToInt(m_position, BS); /* 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 = 0.05f * BS; if (m_sneak_node_bb_ymax > 0.0f) position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); if (m_sneak_node_exists && nodemgr->get(map->getNode(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->getNode(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 = 0.0f; v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0f * 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 > 0.5f * BS + sneak_max + 0.1f * BS) continue; // The node to be sneaked on has to be walkable node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node above it has to be nonwalkable node = map->getNode(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->getNode(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 < 100000.0f * BS * 0.9f); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; if (sneak_node_found) { f32 cb_max = 0.0f; MapNode n = map->getNode(m_sneak_node); std::vector 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 */ // Don't 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 * -1.0f; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNode(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(0.0f, BS / 2.0f, 0.0f), BS); m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos())); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump"); m_can_jump = touching_ground && !m_disable_jump; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5f * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1.0f) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f)); } 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->getNode(getStandingNodePos())); int slippery = 0; if (f.walkable) slippery = itemgroup_get(f.groups, "slippery"); if (slippery >= 1) { if (speedH == v3f(0.0f)) 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) return; bool control_forward = keyPressed & (1 << 0); 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().getNode(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(0.0f)); // 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; } }