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"
35 Player::Player(IGameDef *gamedef):
36 touching_ground(false),
38 in_water_stable(false),
41 inventory(gamedef->idef()),
42 inventory_backup(NULL),
44 peer_id(PEER_ID_INEXISTENT),
52 updateName("<not set>");
58 delete inventory_backup;
61 void Player::resetInventory()
64 inventory.addList("main", PLAYER_INVENTORY_SIZE);
65 inventory.addList("craft", 9);
66 inventory.addList("craftpreview", 1);
67 inventory.addList("craftresult", 1);
70 // Y direction is ignored
71 void Player::accelerate(v3f target_speed, f32 max_increase)
73 v3f d_wanted = target_speed - m_speed;
75 f32 dl_wanted = d_wanted.getLength();
80 v3f d = d_wanted.normalize() * dl;
87 if(m_speed.X < target_speed.X - max_increase)
88 m_speed.X += max_increase;
89 else if(m_speed.X > target_speed.X + max_increase)
90 m_speed.X -= max_increase;
91 else if(m_speed.X < target_speed.X)
92 m_speed.X = target_speed.X;
93 else if(m_speed.X > target_speed.X)
94 m_speed.X = target_speed.X;
96 if(m_speed.Z < target_speed.Z - max_increase)
97 m_speed.Z += max_increase;
98 else if(m_speed.Z > target_speed.Z + max_increase)
99 m_speed.Z -= max_increase;
100 else if(m_speed.Z < target_speed.Z)
101 m_speed.Z = target_speed.Z;
102 else if(m_speed.Z > target_speed.Z)
103 m_speed.Z = target_speed.Z;
107 v3s16 Player::getLightPosition() const
109 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
112 void Player::serialize(std::ostream &os)
114 // Utilize a Settings object for storing values
116 args.setS32("version", 1);
117 args.set("name", m_name);
118 //args.set("password", m_password);
119 args.setFloat("pitch", m_pitch);
120 args.setFloat("yaw", m_yaw);
121 args.setV3F("position", m_position);
122 args.setS32("hp", hp);
126 os<<"PlayerArgsEnd\n";
128 // If actual inventory is backed up due to creative mode, save it
129 // instead of the dummy creative mode inventory
131 inventory_backup->serialize(os);
133 inventory.serialize(os);
136 void Player::deSerialize(std::istream &is)
143 throw SerializationError
144 ("Player::deSerialize(): PlayerArgsEnd not found");
146 std::getline(is, line);
147 std::string trimmedline = trim(line);
148 if(trimmedline == "PlayerArgsEnd")
150 args.parseConfigLine(line);
153 //args.getS32("version"); // Version field value not used
154 std::string name = args.get("name");
155 updateName(name.c_str());
156 setPitch(args.getFloat("pitch"));
157 setYaw(args.getFloat("yaw"));
158 setPosition(args.getV3F("position"));
160 hp = args.getS32("hp");
161 }catch(SettingNotFoundException &e){
165 inventory.deSerialize(is);
167 if(inventory.getList("craftpreview") == NULL)
169 // Convert players without craftpreview
170 inventory.addList("craftpreview", 1);
172 bool craftresult_is_preview = true;
173 if(args.exists("craftresult_is_preview"))
174 craftresult_is_preview = args.getBool("craftresult_is_preview");
175 if(craftresult_is_preview)
178 inventory.getList("craftresult")->changeItem(0, ItemStack());
188 LocalPlayer::LocalPlayer(IGameDef *gamedef):
190 m_sneak_node(32767,32767,32767),
191 m_sneak_node_exists(false)
193 // Initialize hp to 0, so that no hearts will be shown if server
194 // doesn't support health points
198 LocalPlayer::~LocalPlayer()
202 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
203 core::list<CollisionInfo> *collision_info)
205 INodeDefManager *nodemgr = m_gamedef->ndef();
207 v3f position = getPosition();
208 v3f oldpos = position;
209 v3s16 oldpos_i = floatToInt(oldpos, BS);
211 v3f old_speed = m_speed;
213 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
214 <<oldpos_i.Z<<")"<<std::endl;*/
217 Calculate new position
219 position += m_speed * dtime;
221 // Skip collision detection if a special movement mode is used
222 bool free_move = g_settings->getBool("free_move");
225 setPosition(position);
233 // Player position in nodes
234 v3s16 pos_i = floatToInt(position, BS);
237 Check if player is in water (the oscillating value)
240 // If in water, the threshold of coming out is at higher y
243 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
244 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
246 // If not in water, the threshold of going in is at lower y
249 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
250 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
253 catch(InvalidPositionException &e)
259 Check if player is in water (the stable value)
262 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
263 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
265 catch(InvalidPositionException &e)
267 in_water_stable = false;
271 Check if player is climbing
275 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
276 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
277 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
278 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
280 catch(InvalidPositionException &e)
286 Collision uncertainty radius
287 Make it a bit larger than the maximum distance of movement
289 //f32 d = pos_max_d * 1.1;
290 // A fairly large value in here makes moving smoother
293 // This should always apply, otherwise there are glitches
294 assert(d > pos_max_d);
296 float player_radius = BS*0.30;
297 float player_height = BS*1.55;
299 // Maximum distance over border for sneaking
300 f32 sneak_max = BS*0.4;
303 If sneaking, player has larger collision radius to keep from
307 player_radius = sneak_max + d*1.1;*/
310 If sneaking, keep in range from the last walked node and don't
313 if(control.sneak && m_sneak_node_exists)
315 f32 maxd = 0.5*BS + sneak_max;
316 v3f lwn_f = intToFloat(m_sneak_node, BS);
317 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
318 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
320 f32 min_y = lwn_f.Y + 0.5*BS;
321 if(position.Y < min_y)
325 //v3f old_speed = m_speed;
332 // Report fall collision
333 if(old_speed.Y < m_speed.Y - 0.1)
336 info.t = COLLISION_FALL;
337 info.speed = m_speed.Y - old_speed.Y;
338 collision_info->push_back(info);
345 Calculate player collision box (new and old)
347 core::aabbox3d<f32> playerbox(
348 position.X - player_radius,
350 position.Z - player_radius,
351 position.X + player_radius,
352 position.Y + player_height,
353 position.Z + player_radius
355 core::aabbox3d<f32> playerbox_old(
356 oldpos.X - player_radius,
358 oldpos.Z - player_radius,
359 oldpos.X + player_radius,
360 oldpos.Y + player_height,
361 oldpos.Z + player_radius
365 If the player's feet touch the topside of any node, this is
368 Player is allowed to jump when this is true.
370 touching_ground = false;
372 /*std::cout<<"Checking collisions for ("
373 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
375 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
378 bool standing_on_unloaded = false;
381 Go through every node around the player
383 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
384 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
385 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
387 bool is_unloaded = false;
389 // Player collides into walkable nodes
390 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
393 catch(InvalidPositionException &e)
396 // Doing nothing here will block the player from
397 // walking over map borders
400 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
403 See if the player is touching ground.
405 Player touches ground if player's minimum Y is near node's
406 maximum Y and player's X-Z-area overlaps with the node's
409 Use 0.15*BS so that it is easier to get on a node.
412 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
413 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
414 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
415 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
416 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
417 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
419 touching_ground = true;
421 standing_on_unloaded = true;
424 // If player doesn't intersect with node, ignore node.
425 if(playerbox.intersectsWithBox(nodebox) == false)
429 Go through every axis
432 v3f(0,0,1), // back-front
433 v3f(0,1,0), // top-bottom
434 v3f(1,0,0), // right-left
436 for(u16 i=0; i<3; i++)
439 Calculate values along the axis
441 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
442 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
443 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
444 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
445 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
446 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
449 Check collision for the axis.
450 Collision happens when player is going through a surface.
454 // Make it easier to get on top of a node
457 bool negative_axis_collides =
458 (nodemax > playermin && nodemax <= playermin_old + neg_d
459 && m_speed.dotProduct(dirs[i]) < 0);
460 bool positive_axis_collides =
461 (nodemin < playermax && nodemin >= playermax_old - pos_d
462 && m_speed.dotProduct(dirs[i]) > 0);*/
463 bool negative_axis_collides =
464 (nodemax > playermin && nodemax <= playermin_old + d
465 && m_speed.dotProduct(dirs[i]) < 0);
466 bool positive_axis_collides =
467 (nodemin < playermax && nodemin >= playermax_old - d
468 && m_speed.dotProduct(dirs[i]) > 0);
469 bool main_axis_collides =
470 negative_axis_collides || positive_axis_collides;
473 Check overlap of player and node in other axes
475 bool other_axes_overlap = true;
476 for(u16 j=0; j<3; j++)
480 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
481 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
482 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
483 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
484 if(!(nodemax - d > playermin && nodemin + d < playermax))
486 other_axes_overlap = false;
492 If this is a collision, revert the position in the main
495 if(other_axes_overlap && main_axis_collides)
497 //v3f old_speed = m_speed;
499 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
500 position -= position.dotProduct(dirs[i]) * dirs[i];
501 position += oldpos.dotProduct(dirs[i]) * dirs[i];
505 // Report fall collision
506 if(old_speed.Y < m_speed.Y - 0.1)
509 info.t = COLLISION_FALL;
510 info.speed = m_speed.Y - old_speed.Y;
511 collision_info->push_back(info);
520 Check the nodes under the player to see from which node the
521 player is sneaking from, if any.
524 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
525 v2f player_p2df(position.X, position.Z);
526 f32 min_distance_f = 100000.0*BS;
527 // If already seeking from some node, compare to it.
528 /*if(m_sneak_node_exists)
530 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
531 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
532 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
533 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
534 // Ignore if player is not on the same level (likely dropped)
535 if(d_vert_f < 0.15*BS)
536 min_distance_f = d_horiz_f;
538 v3s16 new_sneak_node = m_sneak_node;
539 for(s16 x=-1; x<=1; x++)
540 for(s16 z=-1; z<=1; z++)
542 v3s16 p = pos_i_bottom + v3s16(x,0,z);
543 v3f pf = intToFloat(p, BS);
544 v2f node_p2df(pf.X, pf.Z);
545 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
546 f32 max_axis_distance_f = MYMAX(
547 fabs(player_p2df.X-node_p2df.X),
548 fabs(player_p2df.Y-node_p2df.Y));
550 if(distance_f > min_distance_f ||
551 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
555 // The node to be sneaked on has to be walkable
556 if(nodemgr->get(map.getNode(p)).walkable == false)
558 // And the node above it has to be nonwalkable
559 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
562 catch(InvalidPositionException &e)
567 min_distance_f = distance_f;
571 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
573 if(control.sneak && m_sneak_node_exists)
576 m_sneak_node = new_sneak_node;
580 m_sneak_node = new_sneak_node;
581 m_sneak_node_exists = sneak_node_found;
585 If sneaking, the player's collision box can be in air, so
586 this has to be set explicitly
588 if(sneak_node_found && control.sneak)
589 touching_ground = true;
595 setPosition(position);
602 // Report fall collision
603 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
606 info.t = COLLISION_FALL;
607 info.speed = m_speed.Y - old_speed.Y;
608 collision_info->push_back(info);
613 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
615 move(dtime, map, pos_max_d, NULL);
618 void LocalPlayer::applyControl(float dtime)
624 f32 walk_acceleration = 4.0 * BS;
625 f32 walkspeed_max = 5.0 * BS;
627 setPitch(control.pitch);
630 v3f move_direction = v3f(0,0,1);
631 move_direction.rotateXZBy(getYaw());
633 v3f speed = v3f(0,0,0);
635 bool free_move = g_settings->getBool("free_move");
636 bool fast_move = g_settings->getBool("fast_move");
637 bool continuous_forward = g_settings->getBool("continuous_forward");
639 if(free_move || is_climbing)
641 v3f speed = getSpeed();
646 // Whether superspeed mode is used or not
647 bool superspeed = false;
649 // If free movement and fast movement, always move fast
650 if(free_move && fast_move)
653 // Auxiliary button 1 (E)
658 // In free movement mode, aux1 descends
659 v3f speed = getSpeed();
663 speed.Y = -walkspeed_max;
668 v3f speed = getSpeed();
674 // If not free movement but fast is allowed, aux1 is
681 if(continuous_forward)
682 speed += move_direction;
686 if(continuous_forward)
689 speed += move_direction;
693 speed -= move_direction;
697 speed += move_direction.crossProduct(v3f(0,1,0));
701 speed += move_direction.crossProduct(v3f(0,-1,0));
707 v3f speed = getSpeed();
711 speed.Y = walkspeed_max;
714 else if(touching_ground)
717 NOTE: The d value in move() affects jump height by
718 raising the height at which the jump speed is kept
719 at its starting value
721 v3f speed = getSpeed();
722 if(speed.Y >= -0.5*BS)
728 // Use the oscillating value for getting out of water
729 // (so that the player doesn't fly on the surface)
732 v3f speed = getSpeed();
739 v3f speed = getSpeed();
745 // The speed of the player (Y is ignored)
747 speed = speed.normalize() * walkspeed_max * 5.0;
748 else if(control.sneak)
749 speed = speed.normalize() * walkspeed_max / 3.0;
751 speed = speed.normalize() * walkspeed_max;
753 f32 inc = walk_acceleration * BS * dtime;
755 // Faster acceleration if fast and free movement
756 if(free_move && fast_move)
757 inc = walk_acceleration * BS * dtime * 10;
759 // Accelerate to target speed with maximum increment
760 accelerate(speed, inc);