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 // Convert a privileges value into a human-readable string,
27 // with each component separated by a comma.
28 std::wstring privsToString(u64 privs)
30 std::wostringstream os(std::ios_base::binary);
31 if(privs & PRIV_BUILD)
33 if(privs & PRIV_TELEPORT)
35 if(privs & PRIV_SETTIME)
37 if(privs & PRIV_PRIVS)
39 if(privs & PRIV_SHOUT)
43 // Drop the trailing comma. (Why on earth can't
44 // you truncate a C++ stream anyway???)
45 std::wstring tmp = os.str();
46 return tmp.substr(0, tmp.length() -1);
51 // Converts a comma-seperated list of privilege values into a
52 // privileges value. The reverse of privsToString(). Returns
53 // PRIV_INVALID if there is anything wrong with the input.
54 u64 stringToPrivs(std::wstring str)
57 std::vector<std::wstring> pr;
58 pr=str_split(str, ',');
59 for(std::vector<std::wstring>::iterator i = pr.begin();
64 else if(*i == L"teleport")
65 privs |= PRIV_TELEPORT;
66 else if(*i == L"settime")
67 privs |= PRIV_SETTIME;
68 else if(*i == L"privs")
70 else if(*i == L"shout")
80 touching_ground(false),
82 in_water_stable(false),
84 craftresult_is_preview(true),
87 peer_id(PEER_ID_INEXISTENT),
93 updateName("<not set>");
102 void Player::resetInventory()
105 inventory.addList("main", PLAYER_INVENTORY_SIZE);
106 inventory.addList("craft", 9);
107 inventory.addList("craftresult", 1);
110 // Y direction is ignored
111 void Player::accelerate(v3f target_speed, f32 max_increase)
113 v3f d_wanted = target_speed - m_speed;
115 f32 dl_wanted = d_wanted.getLength();
117 if(dl > max_increase)
120 v3f d = d_wanted.normalize() * dl;
127 if(m_speed.X < target_speed.X - max_increase)
128 m_speed.X += max_increase;
129 else if(m_speed.X > target_speed.X + max_increase)
130 m_speed.X -= max_increase;
131 else if(m_speed.X < target_speed.X)
132 m_speed.X = target_speed.X;
133 else if(m_speed.X > target_speed.X)
134 m_speed.X = target_speed.X;
136 if(m_speed.Z < target_speed.Z - max_increase)
137 m_speed.Z += max_increase;
138 else if(m_speed.Z > target_speed.Z + max_increase)
139 m_speed.Z -= max_increase;
140 else if(m_speed.Z < target_speed.Z)
141 m_speed.Z = target_speed.Z;
142 else if(m_speed.Z > target_speed.Z)
143 m_speed.Z = target_speed.Z;
147 void Player::serialize(std::ostream &os)
149 // Utilize a Settings object for storing values
151 args.setS32("version", 1);
152 args.set("name", m_name);
153 args.set("password", m_password);
154 args.setFloat("pitch", m_pitch);
155 args.setFloat("yaw", m_yaw);
156 args.setV3F("position", m_position);
157 args.setBool("craftresult_is_preview", craftresult_is_preview);
158 args.setS32("hp", hp);
159 args.setU64("privs", privs);
163 os<<"PlayerArgsEnd\n";
165 inventory.serialize(os);
168 void Player::deSerialize(std::istream &is)
175 throw SerializationError
176 ("Player::deSerialize(): PlayerArgsEnd not found");
178 std::getline(is, line);
179 std::string trimmedline = trim(line);
180 if(trimmedline == "PlayerArgsEnd")
182 args.parseConfigLine(line);
185 //args.getS32("version");
186 std::string name = args.get("name");
187 updateName(name.c_str());
188 std::string password = "";
189 if(args.exists("password"))
190 password = args.get("password");
191 updatePassword(password.c_str());
192 m_pitch = args.getFloat("pitch");
193 m_yaw = args.getFloat("yaw");
194 m_position = args.getV3F("position");
196 craftresult_is_preview = args.getBool("craftresult_is_preview");
197 }catch(SettingNotFoundException &e){
198 craftresult_is_preview = true;
201 hp = args.getS32("hp");
202 }catch(SettingNotFoundException &e){
206 std::string sprivs = args.get("privs");
213 std::istringstream ss(sprivs);
216 }catch(SettingNotFoundException &e){
217 privs = PRIV_DEFAULT;
220 inventory.deSerialize(is);
229 RemotePlayer::RemotePlayer(
230 scene::ISceneNode* parent,
231 IrrlichtDevice *device,
233 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
236 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
238 if(parent != NULL && device != NULL)
240 // ISceneNode stores a member called SceneManager
241 scene::ISceneManager* mgr = SceneManager;
242 video::IVideoDriver* driver = mgr->getVideoDriver();
243 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
245 // Add a text node for showing the name
246 wchar_t wname[1] = {0};
247 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
248 wname, video::SColor(255,255,255,255), this);
249 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
251 // Attach a simple mesh to the player for showing an image
252 scene::SMesh *mesh = new scene::SMesh();
254 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
255 video::SColor c(255,255,255,255);
256 video::S3DVertex vertices[4] =
258 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
259 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
260 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
261 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
263 u16 indices[] = {0,1,2,2,3,0};
264 buf->append(vertices, 4, indices, 6);
266 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
267 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
268 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
269 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
270 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
271 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
272 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
274 mesh->addMeshBuffer(buf);
278 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
279 video::SColor c(255,255,255,255);
280 video::S3DVertex vertices[4] =
282 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
283 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
284 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
285 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
287 u16 indices[] = {0,1,2,2,3,0};
288 buf->append(vertices, 4, indices, 6);
290 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
291 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
292 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
293 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
294 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
295 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
297 mesh->addMeshBuffer(buf);
300 m_node = mgr->addMeshSceneNode(mesh, this);
302 m_node->setPosition(v3f(0,0,0));
306 RemotePlayer::~RemotePlayer()
308 if(SceneManager != NULL)
309 ISceneNode::remove();
312 void RemotePlayer::updateName(const char *name)
314 Player::updateName(name);
317 wchar_t wname[PLAYERNAME_SIZE];
318 mbstowcs(wname, m_name, strlen(m_name)+1);
319 m_text->setText(wname);
323 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
325 m_pos_animation_time_counter += dtime;
326 m_pos_animation_counter += dtime;
327 v3f movevector = m_position - m_oldpos;
329 if(m_pos_animation_time < 0.001)
332 moveratio = m_pos_animation_counter / m_pos_animation_time;
335 m_showpos = m_oldpos + movevector * moveratio;
337 ISceneNode::setPosition(m_showpos);
347 LocalPlayer::LocalPlayer():
348 m_sneak_node(32767,32767,32767),
349 m_sneak_node_exists(false)
351 // Initialize hp to 0, so that no hearts will be shown if server
352 // doesn't support health points
356 LocalPlayer::~LocalPlayer()
360 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
361 core::list<CollisionInfo> *collision_info)
363 v3f position = getPosition();
364 v3f oldpos = position;
365 v3s16 oldpos_i = floatToInt(oldpos, BS);
367 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
368 <<oldpos_i.Z<<")"<<std::endl;*/
371 Calculate new position
373 position += m_speed * dtime;
375 // Skip collision detection if a special movement mode is used
376 bool free_move = g_settings.getBool("free_move");
379 setPosition(position);
387 // Player position in nodes
388 v3s16 pos_i = floatToInt(position, BS);
391 Check if player is in water (the oscillating value)
394 // If in water, the threshold of coming out is at higher y
397 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
398 in_water = content_liquid(map.getNode(pp).d);
400 // If not in water, the threshold of going in is at lower y
403 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
404 in_water = content_liquid(map.getNode(pp).d);
407 catch(InvalidPositionException &e)
413 Check if player is in water (the stable value)
416 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
417 in_water_stable = content_liquid(map.getNode(pp).d);
419 catch(InvalidPositionException &e)
421 in_water_stable = false;
425 Collision uncertainty radius
426 Make it a bit larger than the maximum distance of movement
428 //f32 d = pos_max_d * 1.1;
429 // A fairly large value in here makes moving smoother
432 // This should always apply, otherwise there are glitches
433 assert(d > pos_max_d);
435 float player_radius = BS*0.35;
436 float player_height = BS*1.7;
438 // Maximum distance over border for sneaking
439 f32 sneak_max = BS*0.4;
442 If sneaking, player has larger collision radius to keep from
446 player_radius = sneak_max + d*1.1;*/
449 If sneaking, keep in range from the last walked node and don't
452 if(control.sneak && m_sneak_node_exists)
454 f32 maxd = 0.5*BS + sneak_max;
455 v3f lwn_f = intToFloat(m_sneak_node, BS);
456 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
457 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
459 f32 min_y = lwn_f.Y + 0.5*BS;
460 if(position.Y < min_y)
469 Calculate player collision box (new and old)
471 core::aabbox3d<f32> playerbox(
472 position.X - player_radius,
474 position.Z - player_radius,
475 position.X + player_radius,
476 position.Y + player_height,
477 position.Z + player_radius
479 core::aabbox3d<f32> playerbox_old(
480 oldpos.X - player_radius,
482 oldpos.Z - player_radius,
483 oldpos.X + player_radius,
484 oldpos.Y + player_height,
485 oldpos.Z + player_radius
489 If the player's feet touch the topside of any node, this is
492 Player is allowed to jump when this is true.
494 touching_ground = false;
496 /*std::cout<<"Checking collisions for ("
497 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
499 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
503 Go through every node around the player
505 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
506 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
507 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
510 // Player collides into walkable nodes
511 if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
514 catch(InvalidPositionException &e)
516 // Doing nothing here will block the player from
517 // walking over map borders
520 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
523 See if the player is touching ground.
525 Player touches ground if player's minimum Y is near node's
526 maximum Y and player's X-Z-area overlaps with the node's
529 Use 0.15*BS so that it is easier to get on a node.
532 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
533 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
534 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
535 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
536 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
537 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
539 touching_ground = true;
542 // If player doesn't intersect with node, ignore node.
543 if(playerbox.intersectsWithBox(nodebox) == false)
547 Go through every axis
550 v3f(0,0,1), // back-front
551 v3f(0,1,0), // top-bottom
552 v3f(1,0,0), // right-left
554 for(u16 i=0; i<3; i++)
557 Calculate values along the axis
559 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
560 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
561 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
562 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
563 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
564 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
567 Check collision for the axis.
568 Collision happens when player is going through a surface.
572 // Make it easier to get on top of a node
575 bool negative_axis_collides =
576 (nodemax > playermin && nodemax <= playermin_old + neg_d
577 && m_speed.dotProduct(dirs[i]) < 0);
578 bool positive_axis_collides =
579 (nodemin < playermax && nodemin >= playermax_old - pos_d
580 && m_speed.dotProduct(dirs[i]) > 0);*/
581 bool negative_axis_collides =
582 (nodemax > playermin && nodemax <= playermin_old + d
583 && m_speed.dotProduct(dirs[i]) < 0);
584 bool positive_axis_collides =
585 (nodemin < playermax && nodemin >= playermax_old - d
586 && m_speed.dotProduct(dirs[i]) > 0);
587 bool main_axis_collides =
588 negative_axis_collides || positive_axis_collides;
591 Check overlap of player and node in other axes
593 bool other_axes_overlap = true;
594 for(u16 j=0; j<3; j++)
598 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
599 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
600 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
601 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
602 if(!(nodemax - d > playermin && nodemin + d < playermax))
604 other_axes_overlap = false;
610 If this is a collision, revert the position in the main
613 if(other_axes_overlap && main_axis_collides)
615 v3f old_speed = m_speed;
617 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
618 position -= position.dotProduct(dirs[i]) * dirs[i];
619 position += oldpos.dotProduct(dirs[i]) * dirs[i];
623 // Report fall collision
624 if(old_speed.Y < m_speed.Y - 0.1)
627 info.t = COLLISION_FALL;
628 info.speed = m_speed.Y - old_speed.Y;
629 collision_info->push_back(info);
638 Check the nodes under the player to see from which node the
639 player is sneaking from, if any.
642 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
643 v2f player_p2df(position.X, position.Z);
644 f32 min_distance_f = 100000.0*BS;
645 // If already seeking from some node, compare to it.
646 /*if(m_sneak_node_exists)
648 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
649 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
650 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
651 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
652 // Ignore if player is not on the same level (likely dropped)
653 if(d_vert_f < 0.15*BS)
654 min_distance_f = d_horiz_f;
656 v3s16 new_sneak_node = m_sneak_node;
657 for(s16 x=-1; x<=1; x++)
658 for(s16 z=-1; z<=1; z++)
660 v3s16 p = pos_i_bottom + v3s16(x,0,z);
661 v3f pf = intToFloat(p, BS);
662 v2f node_p2df(pf.X, pf.Z);
663 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
664 f32 max_axis_distance_f = MYMAX(
665 fabs(player_p2df.X-node_p2df.X),
666 fabs(player_p2df.Y-node_p2df.Y));
668 if(distance_f > min_distance_f ||
669 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
673 // The node to be sneaked on has to be walkable
674 if(content_walkable(map.getNode(p).d) == false)
676 // And the node above it has to be nonwalkable
677 if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
680 catch(InvalidPositionException &e)
685 min_distance_f = distance_f;
689 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
691 if(control.sneak && m_sneak_node_exists)
694 m_sneak_node = new_sneak_node;
698 m_sneak_node = new_sneak_node;
699 m_sneak_node_exists = sneak_node_found;
703 If sneaking, the player's collision box can be in air, so
704 this has to be set explicitly
706 if(sneak_node_found && control.sneak)
707 touching_ground = true;
713 setPosition(position);
716 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
718 move(dtime, map, pos_max_d, NULL);
721 void LocalPlayer::applyControl(float dtime)
727 f32 walk_acceleration = 4.0 * BS;
728 f32 walkspeed_max = 4.0 * BS;
730 setPitch(control.pitch);
733 v3f move_direction = v3f(0,0,1);
734 move_direction.rotateXZBy(getYaw());
736 v3f speed = v3f(0,0,0);
738 bool free_move = g_settings.getBool("free_move");
739 bool fast_move = g_settings.getBool("fast_move");
740 bool continuous_forward = g_settings.getBool("continuous_forward");
744 v3f speed = getSpeed();
749 // Whether superspeed mode is used or not
750 bool superspeed = false;
752 // If free movement and fast movement, always move fast
753 if(free_move && fast_move)
756 // Auxiliary button 1 (E)
761 // In free movement mode, aux1 descends
762 v3f speed = getSpeed();
766 speed.Y = -walkspeed_max;
771 // If not free movement but fast is allowed, aux1 is
778 if(continuous_forward)
779 speed += move_direction;
783 if(continuous_forward)
786 speed += move_direction;
790 speed -= move_direction;
794 speed += move_direction.crossProduct(v3f(0,1,0));
798 speed += move_direction.crossProduct(v3f(0,-1,0));
804 v3f speed = getSpeed();
808 speed.Y = walkspeed_max;
811 else if(touching_ground)
813 v3f speed = getSpeed();
815 NOTE: The d value in move() affects jump height by
816 raising the height at which the jump speed is kept
817 at its starting value
822 // Use the oscillating value for getting out of water
823 // (so that the player doesn't fly on the surface)
826 v3f speed = getSpeed();
833 // The speed of the player (Y is ignored)
835 speed = speed.normalize() * walkspeed_max * 5.0;
836 else if(control.sneak)
837 speed = speed.normalize() * walkspeed_max / 3.0;
839 speed = speed.normalize() * walkspeed_max;
841 f32 inc = walk_acceleration * BS * dtime;
843 // Faster acceleration if fast and free movement
844 if(free_move && fast_move)
845 inc = walk_acceleration * BS * dtime * 10;
847 // Accelerate to target speed with maximum increment
848 accelerate(speed, inc);