3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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.
22 #include "connection.h"
23 #include "constants.h"
26 #include <ITextSceneNode.h>
28 #include "main.h" // For g_settings
31 #include "collision.h"
32 #include "environment.h"
36 Player::Player(IGameDef *gamedef):
37 touching_ground(false),
39 in_water_stable(false),
42 inventory(gamedef->idef()),
43 inventory_backup(NULL),
45 peer_id(PEER_ID_INEXISTENT),
53 updateName("<not set>");
59 delete inventory_backup;
62 void Player::resetInventory()
65 inventory.addList("main", PLAYER_INVENTORY_SIZE);
66 inventory.addList("craft", 9);
67 inventory.addList("craftpreview", 1);
68 inventory.addList("craftresult", 1);
71 // Y direction is ignored
72 void Player::accelerate(v3f target_speed, f32 max_increase)
74 v3f d_wanted = target_speed - m_speed;
76 f32 dl_wanted = d_wanted.getLength();
81 v3f d = d_wanted.normalize() * dl;
88 if(m_speed.X < target_speed.X - max_increase)
89 m_speed.X += max_increase;
90 else if(m_speed.X > target_speed.X + max_increase)
91 m_speed.X -= max_increase;
92 else if(m_speed.X < target_speed.X)
93 m_speed.X = target_speed.X;
94 else if(m_speed.X > target_speed.X)
95 m_speed.X = target_speed.X;
97 if(m_speed.Z < target_speed.Z - max_increase)
98 m_speed.Z += max_increase;
99 else if(m_speed.Z > target_speed.Z + max_increase)
100 m_speed.Z -= max_increase;
101 else if(m_speed.Z < target_speed.Z)
102 m_speed.Z = target_speed.Z;
103 else if(m_speed.Z > target_speed.Z)
104 m_speed.Z = target_speed.Z;
108 v3s16 Player::getLightPosition() const
110 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
113 void Player::serialize(std::ostream &os)
115 // Utilize a Settings object for storing values
117 args.setS32("version", 1);
118 args.set("name", m_name);
119 //args.set("password", m_password);
120 args.setFloat("pitch", m_pitch);
121 args.setFloat("yaw", m_yaw);
122 args.setV3F("position", m_position);
123 args.setS32("hp", hp);
127 os<<"PlayerArgsEnd\n";
129 // If actual inventory is backed up due to creative mode, save it
130 // instead of the dummy creative mode inventory
132 inventory_backup->serialize(os);
134 inventory.serialize(os);
137 void Player::deSerialize(std::istream &is)
144 throw SerializationError
145 ("Player::deSerialize(): PlayerArgsEnd not found");
147 std::getline(is, line);
148 std::string trimmedline = trim(line);
149 if(trimmedline == "PlayerArgsEnd")
151 args.parseConfigLine(line);
154 //args.getS32("version"); // Version field value not used
155 std::string name = args.get("name");
156 updateName(name.c_str());
157 setPitch(args.getFloat("pitch"));
158 setYaw(args.getFloat("yaw"));
159 setPosition(args.getV3F("position"));
161 hp = args.getS32("hp");
162 }catch(SettingNotFoundException &e){
166 inventory.deSerialize(is);
168 if(inventory.getList("craftpreview") == NULL)
170 // Convert players without craftpreview
171 inventory.addList("craftpreview", 1);
173 bool craftresult_is_preview = true;
174 if(args.exists("craftresult_is_preview"))
175 craftresult_is_preview = args.getBool("craftresult_is_preview");
176 if(craftresult_is_preview)
179 inventory.getList("craftresult")->changeItem(0, ItemStack());
189 LocalPlayer::LocalPlayer(IGameDef *gamedef):
191 m_sneak_node(32767,32767,32767),
192 m_sneak_node_exists(false)
194 // Initialize hp to 0, so that no hearts will be shown if server
195 // doesn't support health points
199 LocalPlayer::~LocalPlayer()
203 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
204 core::list<CollisionInfo> *collision_info)
206 INodeDefManager *nodemgr = m_gamedef->ndef();
208 v3f position = getPosition();
209 v3f oldpos = position;
210 v3s16 oldpos_i = floatToInt(oldpos, BS);
212 v3f old_speed = m_speed;
214 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
215 <<oldpos_i.Z<<")"<<std::endl;*/
218 Calculate new position
220 position += m_speed * dtime;
222 // Skip collision detection if a special movement mode is used
223 bool free_move = g_settings->getBool("free_move");
226 setPosition(position);
234 // Player position in nodes
235 v3s16 pos_i = floatToInt(position, BS);
238 Check if player is in water (the oscillating value)
241 // If in water, the threshold of coming out is at higher y
244 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
245 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
247 // If not in water, the threshold of going in is at lower y
250 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
251 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
254 catch(InvalidPositionException &e)
260 Check if player is in water (the stable value)
263 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
264 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
266 catch(InvalidPositionException &e)
268 in_water_stable = false;
272 Check if player is climbing
276 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
277 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
278 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
279 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
281 catch(InvalidPositionException &e)
287 Collision uncertainty radius
288 Make it a bit larger than the maximum distance of movement
290 //f32 d = pos_max_d * 1.1;
291 // A fairly large value in here makes moving smoother
294 // This should always apply, otherwise there are glitches
295 assert(d > pos_max_d);
297 float player_radius = BS*0.30;
298 float player_height = BS*1.55;
300 // Maximum distance over border for sneaking
301 f32 sneak_max = BS*0.4;
304 If sneaking, player has larger collision radius to keep from
308 player_radius = sneak_max + d*1.1;*/
311 If sneaking, keep in range from the last walked node and don't
314 if(control.sneak && m_sneak_node_exists)
316 f32 maxd = 0.5*BS + sneak_max;
317 v3f lwn_f = intToFloat(m_sneak_node, BS);
318 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
319 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
321 f32 min_y = lwn_f.Y + 0.5*BS;
322 if(position.Y < min_y)
326 //v3f old_speed = m_speed;
333 // Report fall collision
334 if(old_speed.Y < m_speed.Y - 0.1)
337 info.t = COLLISION_FALL;
338 info.speed = m_speed.Y - old_speed.Y;
339 collision_info->push_back(info);
346 Calculate player collision box (new and old)
348 core::aabbox3d<f32> playerbox(
349 position.X - player_radius,
351 position.Z - player_radius,
352 position.X + player_radius,
353 position.Y + player_height,
354 position.Z + player_radius
356 core::aabbox3d<f32> playerbox_old(
357 oldpos.X - player_radius,
359 oldpos.Z - player_radius,
360 oldpos.X + player_radius,
361 oldpos.Y + player_height,
362 oldpos.Z + player_radius
366 If the player's feet touch the topside of any node, this is
369 Player is allowed to jump when this is true.
371 bool touching_ground_was = touching_ground;
372 touching_ground = false;
374 /*std::cout<<"Checking collisions for ("
375 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
377 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
380 bool standing_on_unloaded = false;
383 Go through every node around the player
385 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
386 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
387 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
389 bool is_unloaded = false;
391 // Player collides into walkable nodes
392 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
395 catch(InvalidPositionException &e)
398 // Doing nothing here will block the player from
399 // walking over map borders
402 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
405 See if the player is touching ground.
407 Player touches ground if player's minimum Y is near node's
408 maximum Y and player's X-Z-area overlaps with the node's
411 Use 0.15*BS so that it is easier to get on a node.
414 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
415 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
416 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
417 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
418 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
419 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
421 touching_ground = true;
423 standing_on_unloaded = true;
426 // If player doesn't intersect with node, ignore node.
427 if(playerbox.intersectsWithBox(nodebox) == false)
431 Go through every axis
434 v3f(0,0,1), // back-front
435 v3f(0,1,0), // top-bottom
436 v3f(1,0,0), // right-left
438 for(u16 i=0; i<3; i++)
441 Calculate values along the axis
443 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
444 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
445 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
446 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
447 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
448 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
451 Check collision for the axis.
452 Collision happens when player is going through a surface.
456 // Make it easier to get on top of a node
459 bool negative_axis_collides =
460 (nodemax > playermin && nodemax <= playermin_old + neg_d
461 && m_speed.dotProduct(dirs[i]) < 0);
462 bool positive_axis_collides =
463 (nodemin < playermax && nodemin >= playermax_old - pos_d
464 && m_speed.dotProduct(dirs[i]) > 0);*/
465 bool negative_axis_collides =
466 (nodemax > playermin && nodemax <= playermin_old + d
467 && m_speed.dotProduct(dirs[i]) < 0);
468 bool positive_axis_collides =
469 (nodemin < playermax && nodemin >= playermax_old - d
470 && m_speed.dotProduct(dirs[i]) > 0);
471 bool main_axis_collides =
472 negative_axis_collides || positive_axis_collides;
475 Check overlap of player and node in other axes
477 bool other_axes_overlap = true;
478 for(u16 j=0; j<3; j++)
482 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
483 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
484 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
485 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
486 if(!(nodemax - d > playermin && nodemin + d < playermax))
488 other_axes_overlap = false;
494 If this is a collision, revert the position in the main
497 if(other_axes_overlap && main_axis_collides)
499 //v3f old_speed = m_speed;
501 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
502 position -= position.dotProduct(dirs[i]) * dirs[i];
503 position += oldpos.dotProduct(dirs[i]) * dirs[i];
507 // Report fall collision
508 if(old_speed.Y < m_speed.Y - 0.1)
511 info.t = COLLISION_FALL;
512 info.speed = m_speed.Y - old_speed.Y;
513 collision_info->push_back(info);
522 Check the nodes under the player to see from which node the
523 player is sneaking from, if any.
526 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
527 v2f player_p2df(position.X, position.Z);
528 f32 min_distance_f = 100000.0*BS;
529 // If already seeking from some node, compare to it.
530 /*if(m_sneak_node_exists)
532 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
533 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
534 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
535 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
536 // Ignore if player is not on the same level (likely dropped)
537 if(d_vert_f < 0.15*BS)
538 min_distance_f = d_horiz_f;
540 v3s16 new_sneak_node = m_sneak_node;
541 for(s16 x=-1; x<=1; x++)
542 for(s16 z=-1; z<=1; z++)
544 v3s16 p = pos_i_bottom + v3s16(x,0,z);
545 v3f pf = intToFloat(p, BS);
546 v2f node_p2df(pf.X, pf.Z);
547 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
548 f32 max_axis_distance_f = MYMAX(
549 fabs(player_p2df.X-node_p2df.X),
550 fabs(player_p2df.Y-node_p2df.Y));
552 if(distance_f > min_distance_f ||
553 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
557 // The node to be sneaked on has to be walkable
558 if(nodemgr->get(map.getNode(p)).walkable == false)
560 // And the node above it has to be nonwalkable
561 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
564 catch(InvalidPositionException &e)
569 min_distance_f = distance_f;
573 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
575 if(control.sneak && m_sneak_node_exists)
578 m_sneak_node = new_sneak_node;
582 m_sneak_node = new_sneak_node;
583 m_sneak_node_exists = sneak_node_found;
587 If sneaking, the player's collision box can be in air, so
588 this has to be set explicitly
590 if(sneak_node_found && control.sneak)
591 touching_ground = true;
597 setPosition(position);
604 // Report fall collision
605 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
608 info.t = COLLISION_FALL;
609 info.speed = m_speed.Y - old_speed.Y;
610 collision_info->push_back(info);
614 if(!touching_ground_was && touching_ground){
615 MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
616 m_gamedef->event()->put(e);
620 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
622 move(dtime, map, pos_max_d, NULL);
625 void LocalPlayer::applyControl(float dtime)
631 f32 walk_acceleration = 4.0 * BS;
632 f32 walkspeed_max = 4.0 * BS;
634 setPitch(control.pitch);
637 v3f move_direction = v3f(0,0,1);
638 move_direction.rotateXZBy(getYaw());
640 v3f speed = v3f(0,0,0);
642 bool free_move = g_settings->getBool("free_move");
643 bool fast_move = g_settings->getBool("fast_move");
644 bool continuous_forward = g_settings->getBool("continuous_forward");
646 if(free_move || is_climbing)
648 v3f speed = getSpeed();
653 // Whether superspeed mode is used or not
654 bool superspeed = false;
656 // If free movement and fast movement, always move fast
657 if(free_move && fast_move)
660 // Auxiliary button 1 (E)
665 // In free movement mode, aux1 descends
666 v3f speed = getSpeed();
670 speed.Y = -walkspeed_max;
675 v3f speed = getSpeed();
681 // If not free movement but fast is allowed, aux1 is
688 if(continuous_forward)
689 speed += move_direction;
693 if(continuous_forward)
696 speed += move_direction;
700 speed -= move_direction;
704 speed += move_direction.crossProduct(v3f(0,1,0));
708 speed += move_direction.crossProduct(v3f(0,-1,0));
714 v3f speed = getSpeed();
718 speed.Y = walkspeed_max;
721 else if(touching_ground)
724 NOTE: The d value in move() affects jump height by
725 raising the height at which the jump speed is kept
726 at its starting value
728 v3f speed = getSpeed();
729 if(speed.Y >= -0.5*BS)
734 MtEvent *e = new SimpleTriggerEvent("PlayerJump");
735 m_gamedef->event()->put(e);
738 // Use the oscillating value for getting out of water
739 // (so that the player doesn't fly on the surface)
742 v3f speed = getSpeed();
749 v3f speed = getSpeed();
755 // The speed of the player (Y is ignored)
757 speed = speed.normalize() * walkspeed_max * 5.0;
758 else if(control.sneak)
759 speed = speed.normalize() * walkspeed_max / 3.0;
761 speed = speed.normalize() * walkspeed_max;
763 f32 inc = walk_acceleration * BS * dtime;
765 // Faster acceleration if fast and free movement
766 if(free_move && fast_move)
767 inc = walk_acceleration * BS * dtime * 10;
769 // Accelerate to target speed with maximum increment
770 accelerate(speed, inc);
773 v3s16 LocalPlayer::getStandingNodePos()
775 if(m_sneak_node_exists)
777 return floatToInt(getPosition(), BS);