mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-15 13:55:11 -05:00
639 lines
15 KiB
C++
639 lines
15 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "localplayer.h"
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#include "main.h" // For g_settings
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#include "event.h"
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#include "collision.h"
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#include "gamedef.h"
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#include "nodedef.h"
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#include "settings.h"
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#include "map.h"
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/*
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false)
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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v3f old_speed = m_speed;
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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if(free_move)
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{
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setPosition(position);
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return;
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}
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/*
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Collision detection
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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*/
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try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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// If not in water, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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}
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catch(InvalidPositionException &e)
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{
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in_water = false;
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}
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/*
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Check if player is in water (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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in_water_stable = false;
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}
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/*
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
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nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
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}
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catch(InvalidPositionException &e)
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{
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is_climbing = false;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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float player_radius = BS*0.30;
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float player_height = BS*1.55;
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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//v3f old_speed = m_speed;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}*/
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}
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}
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/*
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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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bool touching_ground_was = touching_ground;
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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bool standing_on_unloaded = false;
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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bool is_unloaded = false;
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try{
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// Player collides into walkable nodes
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if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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is_unloaded = true;
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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/*
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See if the player is touching ground.
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Player touches ground if player's minimum Y is near node's
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maximum Y and player's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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if(is_unloaded)
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standing_on_unloaded = true;
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}
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// If player doesn't intersect with node, ignore node.
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if(playerbox.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when player is going through a surface.
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*/
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/*f32 neg_d = d;
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f32 pos_d = d;
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// Make it easier to get on top of a node
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if(i == 1)
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neg_d = 0.15*BS;
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + neg_d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - pos_d
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&& m_speed.dotProduct(dirs[i]) > 0);*/
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of player and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the position in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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//v3f old_speed = m_speed;
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}*/
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}
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}
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} // xyz
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/*
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Check the nodes under the player to see from which node the
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player is sneaking from, if any.
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*/
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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// If already seeking from some node, compare to it.
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/*if(m_sneak_node_exists)
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{
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v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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// Ignore if player is not on the same level (likely dropped)
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if(d_vert_f < 0.15*BS)
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min_distance_f = d_horiz_f;
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}*/
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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
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v3f pf = intToFloat(p, BS);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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f32 max_axis_distance_f = MYMAX(
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fabs(player_p2df.X-node_p2df.X),
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fabs(player_p2df.Y-node_p2df.Y));
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if(distance_f > min_distance_f ||
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max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
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continue;
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try{
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// The node to be sneaked on has to be walkable
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if(nodemgr->get(map.getNode(p)).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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continue;
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}
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min_distance_f = distance_f;
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new_sneak_node = p;
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}
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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if(control.sneak && m_sneak_node_exists)
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{
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if(sneak_node_found)
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m_sneak_node = new_sneak_node;
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}
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else
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{
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = sneak_node_found;
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}
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/*
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If sneaking, the player's collision box can be in air, so
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this has to be set explicitly
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*/
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if(sneak_node_found && control.sneak)
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touching_ground = true;
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}
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/*
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Set new position
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*/
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setPosition(position);
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/*
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Report collisions
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*/
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if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}
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if(!touching_ground_was && touching_ground){
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_gamedef->event()->put(e);
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map.getNodeNoEx(camera_np);
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if(n.getContent() != CONTENT_IGNORE){
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if(nodemgr->get(n).walkable){
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camera_barely_in_ceiling = true;
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}
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}
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}
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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move(dtime, map, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime)
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{
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// Clear stuff
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swimming_up = false;
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// Random constants
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f32 walk_acceleration = 4.0 * BS;
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f32 walkspeed_max = 4.0 * BS;
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setPitch(control.pitch);
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setYaw(control.yaw);
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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v3f speed = v3f(0,0,0);
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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bool fast_move = fast_allowed && g_settings->getBool("fast_move");
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bool continuous_forward = g_settings->getBool("continuous_forward");
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if(free_move || is_climbing)
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{
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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)
|
|
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;
|
|
else
|
|
speed.Y = -walkspeed_max;
|
|
setSpeed(speed);
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
v3f speed = getSpeed();
|
|
speed.Y = -3*BS;
|
|
setSpeed(speed);
|
|
}
|
|
else
|
|
{
|
|
// If not free movement but fast is allowed, aux1 is
|
|
// "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
|
|
if(continuous_forward)
|
|
speed += move_direction;
|
|
|
|
if(control.up)
|
|
{
|
|
if(continuous_forward)
|
|
superspeed = true;
|
|
else
|
|
speed += move_direction;
|
|
}
|
|
if(control.down)
|
|
{
|
|
speed -= move_direction;
|
|
}
|
|
if(control.left)
|
|
{
|
|
speed += move_direction.crossProduct(v3f(0,1,0));
|
|
}
|
|
if(control.right)
|
|
{
|
|
speed += 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);
|
|
}
|
|
else if(touching_ground)
|
|
{
|
|
/*
|
|
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 speed = getSpeed();
|
|
if(speed.Y >= -0.5*BS)
|
|
{
|
|
speed.Y = 6.5*BS;
|
|
setSpeed(speed);
|
|
|
|
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)
|
|
{
|
|
v3f speed = getSpeed();
|
|
speed.Y = 1.5*BS;
|
|
setSpeed(speed);
|
|
swimming_up = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
v3f speed = getSpeed();
|
|
speed.Y = 3*BS;
|
|
setSpeed(speed);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
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;
|
|
|
|
// Accelerate to target speed with maximum increment
|
|
accelerate(speed, inc);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
{
|
|
if(m_sneak_node_exists)
|
|
return m_sneak_node;
|
|
return floatToInt(getPosition(), BS);
|
|
}
|
|
|