Improved Player Physics
parent
86b906d015
commit
df3c925b3c
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@ -245,6 +245,21 @@
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# Files that are not present would be fetched the usual way
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#remote_media =
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# Physics stuff
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#movement_acceleration_default = 2
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#movement_acceleration_air = 0.5
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#movement_acceleration_fast = 4
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#movement_speed_walk = 4
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#movement_speed_crouch = 1.35
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#movement_speed_fast = 20
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#movement_speed_climb = 2
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#movement_speed_jump = 6.5
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#movement_speed_descend = 6
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#movement_liquid_fluidity = 1
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#movement_liquid_fluidity_smooth = 0.5
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#movement_liquid_sink = 10
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#movement_gravity = 9.81
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# Mapgen stuff
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#mg_name = v6
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#water_level = 1
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@ -1514,6 +1514,26 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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}
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}
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}
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else if(command == TOCLIENT_MOVEMENT)
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{
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std::string datastring((char*)&data[2], datasize-2);
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std::istringstream is(datastring, std::ios_base::binary);
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Player *player = m_env.getLocalPlayer();
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assert(player != NULL);
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player->movement_acceleration_default = readF1000(is) * BS;
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player->movement_acceleration_air = readF1000(is) * BS;
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player->movement_acceleration_fast = readF1000(is) * BS;
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player->movement_speed_walk = readF1000(is) * BS;
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player->movement_speed_crouch = readF1000(is) * BS;
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player->movement_speed_fast = readF1000(is) * BS;
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player->movement_speed_climb = readF1000(is) * BS;
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player->movement_speed_jump = readF1000(is) * BS;
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player->movement_liquid_fluidity = readF1000(is) * BS;
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player->movement_liquid_fluidity_smooth = readF1000(is) * BS;
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player->movement_liquid_sink = readF1000(is) * BS;
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player->movement_gravity = readF1000(is) * BS;
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}
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else if(command == TOCLIENT_HP)
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{
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std::string datastring((char*)&data[2], datasize-2);
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@ -364,6 +364,23 @@ enum ToClientCommand
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u16 len
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u8[len] formname
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*/
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TOCLIENT_MOVEMENT = 0x45,
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/*
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u16 command
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f1000 movement_acceleration_default
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f1000 movement_acceleration_air
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f1000 movement_acceleration_fast
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f1000 movement_speed_walk
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f1000 movement_speed_crouch
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f1000 movement_speed_fast
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f1000 movement_speed_climb
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f1000 movement_speed_jump
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f1000 movement_liquid_fluidity
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f1000 movement_liquid_fluidity_smooth
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f1000 movement_liquid_sink
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f1000 movement_gravity
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*/
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};
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enum ToServerCommand
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@ -172,6 +172,20 @@ void set_default_settings(Settings *settings)
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settings->setDefault("congestion_control_max_rate", "400");
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settings->setDefault("congestion_control_min_rate", "10");
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settings->setDefault("remote_media", "");
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// physics stuff
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settings->setDefault("movement_acceleration_default", "2");
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settings->setDefault("movement_acceleration_air", "0.5");
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settings->setDefault("movement_acceleration_fast", "8");
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settings->setDefault("movement_speed_walk", "4");
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settings->setDefault("movement_speed_crouch", "1.35");
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settings->setDefault("movement_speed_fast", "20");
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settings->setDefault("movement_speed_climb", "2");
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settings->setDefault("movement_speed_jump", "6.5");
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settings->setDefault("movement_liquid_fluidity", "1");
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settings->setDefault("movement_liquid_fluidity_smooth", "0.5");
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settings->setDefault("movement_liquid_sink", "10");
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settings->setDefault("movement_gravity", "9.81");
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//mapgen related things
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settings->setDefault("mg_name", "v6");
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@ -2065,20 +2065,37 @@ void ClientEnvironment::step(float dtime)
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{
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// Gravity
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v3f speed = lplayer->getSpeed();
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if(lplayer->swimming_up == false)
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speed.Y -= 9.81 * BS * dtime_part * 2;
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if(lplayer->in_liquid == false)
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speed.Y -= lplayer->movement_gravity * dtime_part * 2;
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// Water resistance
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if(lplayer->in_water_stable || lplayer->in_water)
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// Liquid floating / sinking
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if(lplayer->in_liquid && !lplayer->swimming_vertical)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
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// Liquid resistance
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if(lplayer->in_liquid_stable || lplayer->in_liquid)
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{
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f32 max_down = 2.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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// How much the node's viscosity blocks movement, ranges between 0 and 1
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// Should match the scale at which viscosity increase affects other liquid attributes
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const f32 viscosity_factor = 0.3;
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f32 max = 2.5*BS;
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if(speed.getLength() > max)
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{
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speed = speed / speed.getLength() * max;
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}
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if(dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
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v3f d = d_wanted.normalize() * dl;
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speed += d;
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#if 0 // old code
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if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
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if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
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if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
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#endif
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}
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lplayer->setSpeed(speed);
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@ -90,37 +90,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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/*
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Check if player is in water (the oscillating value)
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Check if player is in liquid (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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// If in liquid, the threshold of coming out is at higher y
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if(in_liquid)
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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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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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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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// If not in liquid, 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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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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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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in_liquid = 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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Check if player is in liquid (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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in_liquid_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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in_liquid_stable = false;
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}
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/*
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@ -159,7 +161,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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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 && !(fly_allowed && g_settings->getBool("free_move")))
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if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
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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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@ -315,7 +317,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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}
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if(bouncy_jump && control.jump){
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m_speed.Y += 6.5*BS;
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m_speed.Y += movement_speed_jump*BS;
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touching_ground = false;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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@ -348,7 +350,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
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// Determine if jumping is possible
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m_can_jump = touching_ground;
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m_can_jump = touching_ground && !in_liquid;
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if(itemgroup_get(f.groups, "disable_jump"))
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m_can_jump = false;
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}
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@ -361,12 +363,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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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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swimming_vertical = 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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@ -380,22 +378,17 @@ void LocalPlayer::applyControl(float dtime)
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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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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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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 fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
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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();
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speed.Y = 0;
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setSpeed(speed);
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}
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// Whether superspeed mode is used or not
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bool superspeed = false;
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@ -415,18 +408,21 @@ void LocalPlayer::applyControl(float dtime)
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if(free_move)
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{
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// In free movement mode, aux1 descends
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v3f speed = getSpeed();
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if(fast_move)
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speed.Y = -20*BS;
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speedV.Y = -movement_speed_fast;
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else
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speed.Y = -walkspeed_max;
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setSpeed(speed);
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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// 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
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speedV.Y = -movement_speed_fast;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = -3*BS;
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setSpeed(speed);
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// 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
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speedV.Y = -movement_speed_fast;
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}
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else
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{
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@ -456,66 +452,69 @@ void LocalPlayer::applyControl(float dtime)
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if(free_move)
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{
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// In free movement mode, sneak descends
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v3f speed = getSpeed();
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if(fast_move && (control.aux1 ||
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g_settings->getBool("always_fly_fast")))
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speed.Y = -20*BS;
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if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
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speedV.Y = -movement_speed_fast;
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else
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speed.Y = -walkspeed_max;
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setSpeed(speed);
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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if(fast_or_aux1_descends)
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// 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
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = -3*BS;
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setSpeed(speed);
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if(fast_or_aux1_descends)
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// 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
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_climb;
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}
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}
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}
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if(continuous_forward)
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speed += move_direction;
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speedH += move_direction;
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if(control.up)
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{
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if(continuous_forward)
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superspeed = true;
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else
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speed += move_direction;
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speedH += move_direction;
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}
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if(control.down)
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{
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speed -= move_direction;
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speedH -= move_direction;
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}
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if(control.left)
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{
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speed += move_direction.crossProduct(v3f(0,1,0));
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speedH += move_direction.crossProduct(v3f(0,1,0));
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}
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if(control.right)
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{
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speed += move_direction.crossProduct(v3f(0,-1,0));
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speedH += move_direction.crossProduct(v3f(0,-1,0));
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}
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if(control.jump)
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{
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if(free_move)
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{
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v3f speed = getSpeed();
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if(g_settings->getBool("aux1_descends") ||
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g_settings->getBool("always_fly_fast"))
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{
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if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
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{
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if(fast_move)
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speed.Y = 20*BS;
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speedV.Y = movement_speed_fast;
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else
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speed.Y = walkspeed_max;
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speedV.Y = movement_speed_walk;
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} else {
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if(fast_move && control.aux1)
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speed.Y = 20*BS;
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speedV.Y = movement_speed_fast;
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else
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speed.Y = walkspeed_max;
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speedV.Y = movement_speed_walk;
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}
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setSpeed(speed);
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}
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else if(m_can_jump)
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{
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@ -524,49 +523,66 @@ void LocalPlayer::applyControl(float dtime)
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raising the height at which the jump speed is kept
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at its starting value
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*/
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v3f speed = getSpeed();
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if(speed.Y >= -0.5*BS)
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v3f speedJ = getSpeed();
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if(speedJ.Y >= -0.5 * BS)
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{
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speed.Y = 6.5*BS;
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setSpeed(speed);
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speedJ.Y = movement_speed_jump;
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setSpeed(speedJ);
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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}
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}
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// Use the oscillating value for getting out of water
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// (so that the player doesn't fly on the surface)
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else if(in_water)
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else if(in_liquid)
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{
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v3f speed = getSpeed();
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speed.Y = 1.5*BS;
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setSpeed(speed);
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swimming_up = true;
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if(fast_or_aux1_descends)
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// 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
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = 3*BS;
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setSpeed(speed);
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if(fast_or_aux1_descends)
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// 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
|
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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 && !free_move)
|
||||
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 && superspeed)
|
||||
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()
|
||||
|
|
|
@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
Player::Player(IGameDef *gamedef):
|
||||
touching_ground(false),
|
||||
in_water(false),
|
||||
in_water_stable(false),
|
||||
in_liquid(false),
|
||||
in_liquid_stable(false),
|
||||
liquid_viscosity(0),
|
||||
is_climbing(false),
|
||||
swimming_up(false),
|
||||
swimming_vertical(false),
|
||||
camera_barely_in_ceiling(false),
|
||||
inventory(gamedef->idef()),
|
||||
hp(PLAYER_MAX_HP),
|
||||
|
@ -56,19 +57,35 @@ Player::Player(IGameDef *gamedef):
|
|||
"list[current_player;main;0,3.5;8,4;]"
|
||||
"list[current_player;craft;3,0;3,3;]"
|
||||
"list[current_player;craftpreview;7,1;1,1;]";
|
||||
|
||||
// Initialize movement settings at default values, so movement can work if the server fails to send them
|
||||
movement_acceleration_default = 2 * BS;
|
||||
movement_acceleration_air = 0.5 * BS;
|
||||
movement_acceleration_fast = 8 * BS;
|
||||
movement_speed_walk = 4 * BS;
|
||||
movement_speed_crouch = 1.35 * BS;
|
||||
movement_speed_fast = 20 * BS;
|
||||
movement_speed_climb = 2 * BS;
|
||||
movement_speed_jump = 6.5 * BS;
|
||||
movement_liquid_fluidity = 1 * BS;
|
||||
movement_liquid_fluidity_smooth = 0.5 * BS;
|
||||
movement_liquid_sink = 10 * BS;
|
||||
movement_gravity = 9.81 * BS;
|
||||
}
|
||||
|
||||
Player::~Player()
|
||||
{
|
||||
}
|
||||
|
||||
// Y direction is ignored
|
||||
void Player::accelerate(v3f target_speed, f32 max_increase)
|
||||
// Horizontal acceleration (X and Z), Y direction is ignored
|
||||
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
|
||||
{
|
||||
if(max_increase == 0)
|
||||
return;
|
||||
|
||||
v3f d_wanted = target_speed - m_speed;
|
||||
d_wanted.Y = 0;
|
||||
f32 dl_wanted = d_wanted.getLength();
|
||||
f32 dl = dl_wanted;
|
||||
f32 dl = d_wanted.getLength();
|
||||
if(dl > max_increase)
|
||||
dl = max_increase;
|
||||
|
||||
|
@ -76,7 +93,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
|
|||
|
||||
m_speed.X += d.X;
|
||||
m_speed.Z += d.Z;
|
||||
//m_speed += d;
|
||||
|
||||
#if 0 // old code
|
||||
if(m_speed.X < target_speed.X - max_increase)
|
||||
|
@ -99,6 +115,32 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
|
|||
#endif
|
||||
}
|
||||
|
||||
// Vertical acceleration (Y), X and Z directions are ignored
|
||||
void Player::accelerateVertical(v3f target_speed, 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;
|
||||
|
||||
#if 0 // old code
|
||||
if(m_speed.Y < target_speed.Y - max_increase)
|
||||
m_speed.Y += max_increase;
|
||||
else if(m_speed.Y > target_speed.Y + max_increase)
|
||||
m_speed.Y -= max_increase;
|
||||
else if(m_speed.Y < target_speed.Y)
|
||||
m_speed.Y = target_speed.Y;
|
||||
else if(m_speed.Y > target_speed.Y)
|
||||
m_speed.Y = target_speed.Y;
|
||||
#endif
|
||||
}
|
||||
|
||||
v3s16 Player::getLightPosition() const
|
||||
{
|
||||
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
|
||||
|
|
25
src/player.h
25
src/player.h
|
@ -108,8 +108,8 @@ public:
|
|||
m_speed = speed;
|
||||
}
|
||||
|
||||
// Y direction is ignored
|
||||
void accelerate(v3f target_speed, f32 max_increase);
|
||||
void accelerateHorizontal(v3f target_speed, f32 max_increase);
|
||||
void accelerateVertical(v3f target_speed, f32 max_increase);
|
||||
|
||||
v3f getPosition()
|
||||
{
|
||||
|
@ -196,17 +196,32 @@ public:
|
|||
|
||||
bool touching_ground;
|
||||
// This oscillates so that the player jumps a bit above the surface
|
||||
bool in_water;
|
||||
bool in_liquid;
|
||||
// This is more stable and defines the maximum speed of the player
|
||||
bool in_water_stable;
|
||||
bool in_liquid_stable;
|
||||
// Gets the viscosity of water to calculate friction
|
||||
u8 liquid_viscosity;
|
||||
bool is_climbing;
|
||||
bool swimming_up;
|
||||
bool swimming_vertical;
|
||||
bool camera_barely_in_ceiling;
|
||||
|
||||
u8 light;
|
||||
|
||||
Inventory inventory;
|
||||
|
||||
f32 movement_acceleration_default;
|
||||
f32 movement_acceleration_air;
|
||||
f32 movement_acceleration_fast;
|
||||
f32 movement_speed_walk;
|
||||
f32 movement_speed_crouch;
|
||||
f32 movement_speed_fast;
|
||||
f32 movement_speed_climb;
|
||||
f32 movement_speed_jump;
|
||||
f32 movement_liquid_fluidity;
|
||||
f32 movement_liquid_fluidity_smooth;
|
||||
f32 movement_liquid_sink;
|
||||
f32 movement_gravity;
|
||||
|
||||
u16 hp;
|
||||
|
||||
float hurt_tilt_timer;
|
||||
|
|
|
@ -2344,6 +2344,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
infostream<<"Server: Sending content to "
|
||||
<<getPlayerName(peer_id)<<std::endl;
|
||||
|
||||
// Send player movement settings
|
||||
SendMovement(m_con, peer_id);
|
||||
|
||||
// Send item definitions
|
||||
SendItemDef(m_con, peer_id, m_itemdef);
|
||||
|
||||
|
@ -3534,6 +3537,32 @@ void Server::deletingPeer(con::Peer *peer, bool timeout)
|
|||
Static send methods
|
||||
*/
|
||||
|
||||
void Server::SendMovement(con::Connection &con, u16 peer_id)
|
||||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
std::ostringstream os(std::ios_base::binary);
|
||||
|
||||
writeU16(os, TOCLIENT_MOVEMENT);
|
||||
writeF1000(os, g_settings->getFloat("movement_acceleration_default"));
|
||||
writeF1000(os, g_settings->getFloat("movement_acceleration_air"));
|
||||
writeF1000(os, g_settings->getFloat("movement_acceleration_fast"));
|
||||
writeF1000(os, g_settings->getFloat("movement_speed_walk"));
|
||||
writeF1000(os, g_settings->getFloat("movement_speed_crouch"));
|
||||
writeF1000(os, g_settings->getFloat("movement_speed_fast"));
|
||||
writeF1000(os, g_settings->getFloat("movement_speed_climb"));
|
||||
writeF1000(os, g_settings->getFloat("movement_speed_jump"));
|
||||
writeF1000(os, g_settings->getFloat("movement_liquid_fluidity"));
|
||||
writeF1000(os, g_settings->getFloat("movement_liquid_fluidity_smooth"));
|
||||
writeF1000(os, g_settings->getFloat("movement_liquid_sink"));
|
||||
writeF1000(os, g_settings->getFloat("movement_gravity"));
|
||||
|
||||
// Make data buffer
|
||||
std::string s = os.str();
|
||||
SharedBuffer<u8> data((u8*)s.c_str(), s.size());
|
||||
// Send as reliable
|
||||
con.Send(peer_id, 0, data, true);
|
||||
}
|
||||
|
||||
void Server::SendHP(con::Connection &con, u16 peer_id, u8 hp)
|
||||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
|
|
@ -602,6 +602,7 @@ private:
|
|||
Static send methods
|
||||
*/
|
||||
|
||||
static void SendMovement(con::Connection &con, u16 peer_id);
|
||||
static void SendHP(con::Connection &con, u16 peer_id, u8 hp);
|
||||
static void SendAccessDenied(con::Connection &con, u16 peer_id,
|
||||
const std::wstring &reason);
|
||||
|
|
Loading…
Reference in New Issue