3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "localplayer.h"
22 #include "main.h" // For g_settings
24 #include "collision.h"
28 #include "environment.h"
30 #include "util/numeric.h"
36 LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
37 Player(gamedef, name),
40 overridePosition(v3f(0,0,0)),
41 last_position(v3f(0,0,0)),
42 last_speed(v3f(0,0,0)),
46 eye_offset_first(v3f(0,0,0)),
47 eye_offset_third(v3f(0,0,0)),
48 last_animation(NO_ANIM),
50 hotbar_selected_image(""),
51 m_sneak_node(32767,32767,32767),
52 m_sneak_node_exists(false),
53 m_old_node_below(32767,32767,32767),
54 m_old_node_below_type("air"),
55 m_need_to_get_new_sneak_node(true),
59 // Initialize hp to 0, so that no hearts will be shown if server
60 // doesn't support health points
64 LocalPlayer::~LocalPlayer()
68 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
69 std::list<CollisionInfo> *collision_info)
71 Map *map = &env->getMap();
72 INodeDefManager *nodemgr = m_gamedef->ndef();
74 v3f position = getPosition();
76 v3f old_speed = m_speed;
78 // Copy parent position if local player is attached
81 setPosition(overridePosition);
82 m_sneak_node_exists = false;
86 // Skip collision detection if noclip mode is used
87 bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
88 bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
89 g_settings->getBool("noclip");
90 bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
93 position += m_speed * dtime;
94 setPosition(position);
95 m_sneak_node_exists = false;
104 Check if player is in liquid (the oscillating value)
107 // If in liquid, the threshold of coming out is at higher y
110 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
111 in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
112 liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
114 // If not in liquid, the threshold of going in is at lower y
117 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
118 in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
119 liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
122 catch(InvalidPositionException &e)
128 Check if player is in liquid (the stable value)
131 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
132 in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
134 catch(InvalidPositionException &e)
136 in_liquid_stable = false;
140 Check if player is climbing
144 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
145 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
146 is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
147 nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
149 catch(InvalidPositionException &e)
155 Collision uncertainty radius
156 Make it a bit larger than the maximum distance of movement
158 //f32 d = pos_max_d * 1.1;
159 // A fairly large value in here makes moving smoother
162 // This should always apply, otherwise there are glitches
163 assert(d > pos_max_d);
165 // Maximum distance over border for sneaking
166 f32 sneak_max = BS*0.4;
169 If sneaking, keep in range from the last walked node and don't
172 if(control.sneak && m_sneak_node_exists &&
173 !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
174 physics_override_sneak)
176 f32 maxd = 0.5*BS + sneak_max;
177 v3f lwn_f = intToFloat(m_sneak_node, BS);
178 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
179 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
183 f32 min_y = lwn_f.Y + 0.5*BS;
184 if(position.Y < min_y)
194 float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
196 v3f accel_f = v3f(0,0,0);
198 collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
199 pos_max_d, m_collisionbox, player_stepheight, dtime,
200 position, m_speed, accel_f);
203 If the player's feet touch the topside of any node, this is
206 Player is allowed to jump when this is true.
208 bool touching_ground_was = touching_ground;
209 touching_ground = result.touching_ground;
211 //bool standing_on_unloaded = result.standing_on_unloaded;
214 Check the nodes under the player to see from which node the
215 player is sneaking from, if any. If the node from under
216 the player has been removed, the player falls.
218 v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
219 if(m_sneak_node_exists &&
220 nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
221 m_old_node_below_type != "air")
223 // Old node appears to have been removed; that is,
224 // it wasn't air before but now it is
225 m_need_to_get_new_sneak_node = false;
226 m_sneak_node_exists = false;
228 else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
230 // We are on something, so make sure to recalculate the sneak
232 m_need_to_get_new_sneak_node = true;
234 if(m_need_to_get_new_sneak_node && physics_override_sneak)
236 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
237 v2f player_p2df(position.X, position.Z);
238 f32 min_distance_f = 100000.0*BS;
239 // If already seeking from some node, compare to it.
240 /*if(m_sneak_node_exists)
242 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
243 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
244 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
245 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
246 // Ignore if player is not on the same level (likely dropped)
247 if(d_vert_f < 0.15*BS)
248 min_distance_f = d_horiz_f;
250 v3s16 new_sneak_node = m_sneak_node;
251 for(s16 x=-1; x<=1; x++)
252 for(s16 z=-1; z<=1; z++)
254 v3s16 p = pos_i_bottom + v3s16(x,0,z);
255 v3f pf = intToFloat(p, BS);
256 v2f node_p2df(pf.X, pf.Z);
257 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
258 f32 max_axis_distance_f = MYMAX(
259 fabs(player_p2df.X-node_p2df.X),
260 fabs(player_p2df.Y-node_p2df.Y));
262 if(distance_f > min_distance_f ||
263 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
267 // The node to be sneaked on has to be walkable
268 if(nodemgr->get(map->getNode(p)).walkable == false)
270 // And the node above it has to be nonwalkable
271 if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) {
274 if (!physics_override_sneak_glitch) {
275 if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
279 catch(InvalidPositionException &e)
284 min_distance_f = distance_f;
288 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
290 m_sneak_node = new_sneak_node;
291 m_sneak_node_exists = sneak_node_found;
294 If sneaking, the player's collision box can be in air, so
295 this has to be set explicitly
297 if(sneak_node_found && control.sneak)
298 touching_ground = true;
304 setPosition(position);
309 bool bouncy_jump = false;
310 // Dont report if flying
311 if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
313 for(size_t i=0; i<result.collisions.size(); i++){
314 const CollisionInfo &info = result.collisions[i];
315 collision_info->push_back(info);
316 if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
322 if(bouncy_jump && control.jump){
323 m_speed.Y += movement_speed_jump*BS;
324 touching_ground = false;
325 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
326 m_gamedef->event()->put(e);
329 if(!touching_ground_was && touching_ground){
330 MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
331 m_gamedef->event()->put(e);
333 // Set camera impact value to be used for view bobbing
334 camera_impact = getSpeed().Y * -1;
338 camera_barely_in_ceiling = false;
339 v3s16 camera_np = floatToInt(getEyePosition(), BS);
340 MapNode n = map->getNodeNoEx(camera_np);
341 if(n.getContent() != CONTENT_IGNORE){
342 if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
343 camera_barely_in_ceiling = true;
349 Update the node last under the player
351 m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
352 m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
355 Check properties of the node on which the player is standing
357 const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
358 // Determine if jumping is possible
359 m_can_jump = touching_ground && !in_liquid;
360 if(itemgroup_get(f.groups, "disable_jump"))
364 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
366 move(dtime, env, pos_max_d, NULL);
369 void LocalPlayer::applyControl(float dtime)
372 swimming_vertical = false;
374 setPitch(control.pitch);
377 // Nullify speed and don't run positioning code if the player is attached
380 setSpeed(v3f(0,0,0));
384 v3f move_direction = v3f(0,0,1);
385 move_direction.rotateXZBy(getYaw());
387 v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
388 v3f speedV = v3f(0,0,0); // Vertical (Y)
390 bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
391 bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
393 bool free_move = fly_allowed && g_settings->getBool("free_move");
394 bool fast_move = fast_allowed && g_settings->getBool("fast_move");
395 // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
396 bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
397 bool continuous_forward = g_settings->getBool("continuous_forward");
399 // Whether superspeed mode is used or not
400 bool superspeed = false;
402 if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
405 // Old descend control
406 if(g_settings->getBool("aux1_descends"))
408 // If free movement and fast movement, always move fast
409 if(free_move && fast_move)
412 // Auxiliary button 1 (E)
417 // In free movement mode, aux1 descends
419 speedV.Y = -movement_speed_fast;
421 speedV.Y = -movement_speed_walk;
423 else if(in_liquid || in_liquid_stable)
425 speedV.Y = -movement_speed_walk;
426 swimming_vertical = true;
430 speedV.Y = -movement_speed_climb;
434 // If not free movement but fast is allowed, aux1 is
441 // New minecraft-like descend control
444 // Auxiliary button 1 (E)
449 // aux1 is "Turbo button"
459 // In free movement mode, sneak descends
460 if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
461 speedV.Y = -movement_speed_fast;
463 speedV.Y = -movement_speed_walk;
465 else if(in_liquid || in_liquid_stable)
468 speedV.Y = -movement_speed_fast;
470 speedV.Y = -movement_speed_walk;
471 swimming_vertical = true;
476 speedV.Y = -movement_speed_fast;
478 speedV.Y = -movement_speed_climb;
483 if(continuous_forward)
484 speedH += move_direction;
488 if(continuous_forward)
491 speedH += move_direction;
495 speedH -= move_direction;
499 speedH += move_direction.crossProduct(v3f(0,1,0));
503 speedH += move_direction.crossProduct(v3f(0,-1,0));
509 if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
512 speedV.Y = movement_speed_fast;
514 speedV.Y = movement_speed_walk;
516 if(fast_move && control.aux1)
517 speedV.Y = movement_speed_fast;
519 speedV.Y = movement_speed_walk;
525 NOTE: The d value in move() affects jump height by
526 raising the height at which the jump speed is kept
527 at its starting value
529 v3f speedJ = getSpeed();
530 if(speedJ.Y >= -0.5 * BS)
532 speedJ.Y = movement_speed_jump * physics_override_jump;
535 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
536 m_gamedef->event()->put(e);
542 speedV.Y = movement_speed_fast;
544 speedV.Y = movement_speed_walk;
545 swimming_vertical = true;
550 speedV.Y = movement_speed_fast;
552 speedV.Y = movement_speed_climb;
556 // The speed of the player (Y is ignored)
557 if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
558 speedH = speedH.normalize() * movement_speed_fast;
559 else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
560 speedH = speedH.normalize() * movement_speed_crouch;
562 speedH = speedH.normalize() * movement_speed_walk;
564 // Acceleration increase
565 f32 incH = 0; // Horizontal (X, Z)
566 f32 incV = 0; // Vertical (Y)
567 if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
569 // Jumping and falling
570 if(superspeed || (fast_move && control.aux1))
571 incH = movement_acceleration_fast * BS * dtime;
573 incH = movement_acceleration_air * BS * dtime;
574 incV = 0; // No vertical acceleration in air
576 else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
577 incH = incV = movement_acceleration_fast * BS * dtime;
579 incH = incV = movement_acceleration_default * BS * dtime;
581 // Accelerate to target speed with maximum increment
582 accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
583 accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
586 v3s16 LocalPlayer::getStandingNodePos()
588 if(m_sneak_node_exists)
590 return floatToInt(getPosition() - v3f(0, BS, 0), BS);