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 "environment.h"
34 Player::Player(IGameDef *gamedef):
35 touching_ground(false),
37 in_water_stable(false),
40 inventory_backup(NULL),
41 craftresult_is_preview(true),
43 peer_id(PEER_ID_INEXISTENT),
52 updateName("<not set>");
58 delete inventory_backup;
61 void Player::wieldItem(u16 item)
63 m_selected_item = item;
66 void Player::resetInventory()
69 inventory.addList("main", PLAYER_INVENTORY_SIZE);
70 inventory.addList("craft", 9);
71 inventory.addList("craftresult", 1);
74 // Y direction is ignored
75 void Player::accelerate(v3f target_speed, f32 max_increase)
77 v3f d_wanted = target_speed - m_speed;
79 f32 dl_wanted = d_wanted.getLength();
84 v3f d = d_wanted.normalize() * dl;
91 if(m_speed.X < target_speed.X - max_increase)
92 m_speed.X += max_increase;
93 else if(m_speed.X > target_speed.X + max_increase)
94 m_speed.X -= max_increase;
95 else if(m_speed.X < target_speed.X)
96 m_speed.X = target_speed.X;
97 else if(m_speed.X > target_speed.X)
98 m_speed.X = target_speed.X;
100 if(m_speed.Z < target_speed.Z - max_increase)
101 m_speed.Z += max_increase;
102 else if(m_speed.Z > target_speed.Z + max_increase)
103 m_speed.Z -= max_increase;
104 else if(m_speed.Z < target_speed.Z)
105 m_speed.Z = target_speed.Z;
106 else if(m_speed.Z > target_speed.Z)
107 m_speed.Z = target_speed.Z;
111 v3s16 Player::getLightPosition() const
113 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
116 void Player::serialize(std::ostream &os)
118 // Utilize a Settings object for storing values
120 args.setS32("version", 1);
121 args.set("name", m_name);
122 //args.set("password", m_password);
123 args.setFloat("pitch", m_pitch);
124 args.setFloat("yaw", m_yaw);
125 args.setV3F("position", m_position);
126 args.setBool("craftresult_is_preview", craftresult_is_preview);
127 args.setS32("hp", hp);
131 os<<"PlayerArgsEnd\n";
133 // If actual inventory is backed up due to creative mode, save it
134 // instead of the dummy creative mode inventory
136 inventory_backup->serialize(os);
138 inventory.serialize(os);
141 void Player::deSerialize(std::istream &is)
148 throw SerializationError
149 ("Player::deSerialize(): PlayerArgsEnd not found");
151 std::getline(is, line);
152 std::string trimmedline = trim(line);
153 if(trimmedline == "PlayerArgsEnd")
155 args.parseConfigLine(line);
158 //args.getS32("version"); // Version field value not used
159 std::string name = args.get("name");
160 updateName(name.c_str());
161 setPitch(args.getFloat("pitch"));
162 setYaw(args.getFloat("yaw"));
163 setPosition(args.getV3F("position"));
165 craftresult_is_preview = args.getBool("craftresult_is_preview");
166 }catch(SettingNotFoundException &e){
167 craftresult_is_preview = true;
170 hp = args.getS32("hp");
171 }catch(SettingNotFoundException &e){
175 inventory.deSerialize(is, m_gamedef);
182 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
183 Player(env->getGameDef()),
184 ServerActiveObject(env, v3f(0,0,0))
187 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
189 Player(env->getGameDef()),
190 ServerActiveObject(env, pos_)
197 /* ServerActiveObject interface */
199 InventoryItem* ServerRemotePlayer::getWieldedItem()
201 InventoryList *list = inventory.getList("main");
203 return list->getItem(m_selected_item);
206 void ServerRemotePlayer::damageWieldedItem(u16 amount)
208 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
210 InventoryList *list = inventory.getList("main");
213 InventoryItem *item = list->getItem(m_selected_item);
214 if(item && (std::string)item->getName() == "ToolItem"){
215 ToolItem *titem = (ToolItem*)item;
216 bool weared_out = titem->addWear(amount);
218 list->deleteItem(m_selected_item);
221 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
223 infostream<<"Adding "<<item->getName()<<" into "<<getName()
224 <<"'s inventory"<<std::endl;
226 InventoryList *ilist = inventory.getList("main");
230 // In creative mode, just delete the item
231 if(g_settings->getBool("creative_mode")){
235 // Skip if inventory has no free space
236 if(ilist->roomForItem(item) == false)
238 infostream<<"Player inventory has no free space"<<std::endl;
243 InventoryItem *leftover = ilist->addItem(item);
248 void ServerRemotePlayer::setHP(s16 hp_)
252 s16 ServerRemotePlayer::getHP()
263 RemotePlayer::RemotePlayer(
265 scene::ISceneNode* parent,
266 IrrlichtDevice *device,
269 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
272 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
274 if(parent != NULL && device != NULL)
276 // ISceneNode stores a member called SceneManager
277 scene::ISceneManager* mgr = SceneManager;
278 video::IVideoDriver* driver = mgr->getVideoDriver();
279 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
281 // Add a text node for showing the name
282 wchar_t wname[1] = {0};
283 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
284 wname, video::SColor(255,255,255,255), this);
285 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
287 // Attach a simple mesh to the player for showing an image
288 scene::SMesh *mesh = new scene::SMesh();
290 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
291 video::SColor c(255,255,255,255);
292 video::S3DVertex vertices[4] =
294 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
295 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
296 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
297 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
299 u16 indices[] = {0,1,2,2,3,0};
300 buf->append(vertices, 4, indices, 6);
302 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
303 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
304 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
305 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
306 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
307 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
308 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
310 mesh->addMeshBuffer(buf);
314 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
315 video::SColor c(255,255,255,255);
316 video::S3DVertex vertices[4] =
318 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
319 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
320 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
321 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
323 u16 indices[] = {0,1,2,2,3,0};
324 buf->append(vertices, 4, indices, 6);
326 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
327 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
328 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
329 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
330 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
331 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
333 mesh->addMeshBuffer(buf);
336 m_node = mgr->addMeshSceneNode(mesh, this);
338 m_node->setPosition(v3f(0,0,0));
342 RemotePlayer::~RemotePlayer()
344 if(SceneManager != NULL)
345 ISceneNode::remove();
348 void RemotePlayer::updateName(const char *name)
350 Player::updateName(name);
353 wchar_t wname[PLAYERNAME_SIZE];
354 mbstowcs(wname, m_name, strlen(m_name)+1);
355 m_text->setText(wname);
359 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
361 m_pos_animation_time_counter += dtime;
362 m_pos_animation_counter += dtime;
363 v3f movevector = m_position - m_oldpos;
365 if(m_pos_animation_time < 0.001)
368 moveratio = m_pos_animation_counter / m_pos_animation_time;
371 m_showpos = m_oldpos + movevector * moveratio;
373 ISceneNode::setPosition(m_showpos);
383 LocalPlayer::LocalPlayer(IGameDef *gamedef):
385 m_sneak_node(32767,32767,32767),
386 m_sneak_node_exists(false)
388 // Initialize hp to 0, so that no hearts will be shown if server
389 // doesn't support health points
393 LocalPlayer::~LocalPlayer()
397 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
398 core::list<CollisionInfo> *collision_info)
400 INodeDefManager *nodemgr = m_gamedef->ndef();
402 v3f position = getPosition();
403 v3f oldpos = position;
404 v3s16 oldpos_i = floatToInt(oldpos, BS);
406 v3f old_speed = m_speed;
408 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
409 <<oldpos_i.Z<<")"<<std::endl;*/
412 Calculate new position
414 position += m_speed * dtime;
416 // Skip collision detection if a special movement mode is used
417 bool free_move = g_settings->getBool("free_move");
420 setPosition(position);
428 // Player position in nodes
429 v3s16 pos_i = floatToInt(position, BS);
432 Check if player is in water (the oscillating value)
435 // If in water, the threshold of coming out is at higher y
438 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
439 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
441 // If not in water, the threshold of going in is at lower y
444 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
445 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
448 catch(InvalidPositionException &e)
454 Check if player is in water (the stable value)
457 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
458 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
460 catch(InvalidPositionException &e)
462 in_water_stable = false;
466 Check if player is climbing
470 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
471 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
472 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
473 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
475 catch(InvalidPositionException &e)
481 Collision uncertainty radius
482 Make it a bit larger than the maximum distance of movement
484 //f32 d = pos_max_d * 1.1;
485 // A fairly large value in here makes moving smoother
488 // This should always apply, otherwise there are glitches
489 assert(d > pos_max_d);
491 float player_radius = BS*0.35;
492 float player_height = BS*1.7;
494 // Maximum distance over border for sneaking
495 f32 sneak_max = BS*0.4;
498 If sneaking, player has larger collision radius to keep from
502 player_radius = sneak_max + d*1.1;*/
505 If sneaking, keep in range from the last walked node and don't
508 if(control.sneak && m_sneak_node_exists)
510 f32 maxd = 0.5*BS + sneak_max;
511 v3f lwn_f = intToFloat(m_sneak_node, BS);
512 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
513 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
515 f32 min_y = lwn_f.Y + 0.5*BS;
516 if(position.Y < min_y)
520 //v3f old_speed = m_speed;
527 // Report fall collision
528 if(old_speed.Y < m_speed.Y - 0.1)
531 info.t = COLLISION_FALL;
532 info.speed = m_speed.Y - old_speed.Y;
533 collision_info->push_back(info);
540 Calculate player collision box (new and old)
542 core::aabbox3d<f32> playerbox(
543 position.X - player_radius,
545 position.Z - player_radius,
546 position.X + player_radius,
547 position.Y + player_height,
548 position.Z + player_radius
550 core::aabbox3d<f32> playerbox_old(
551 oldpos.X - player_radius,
553 oldpos.Z - player_radius,
554 oldpos.X + player_radius,
555 oldpos.Y + player_height,
556 oldpos.Z + player_radius
560 If the player's feet touch the topside of any node, this is
563 Player is allowed to jump when this is true.
565 touching_ground = false;
567 /*std::cout<<"Checking collisions for ("
568 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
570 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
573 bool standing_on_unloaded = false;
576 Go through every node around the player
578 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
579 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
580 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
582 bool is_unloaded = false;
584 // Player collides into walkable nodes
585 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
588 catch(InvalidPositionException &e)
591 // Doing nothing here will block the player from
592 // walking over map borders
595 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
598 See if the player is touching ground.
600 Player touches ground if player's minimum Y is near node's
601 maximum Y and player's X-Z-area overlaps with the node's
604 Use 0.15*BS so that it is easier to get on a node.
607 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
608 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
609 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
610 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
611 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
612 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
614 touching_ground = true;
616 standing_on_unloaded = true;
619 // If player doesn't intersect with node, ignore node.
620 if(playerbox.intersectsWithBox(nodebox) == false)
624 Go through every axis
627 v3f(0,0,1), // back-front
628 v3f(0,1,0), // top-bottom
629 v3f(1,0,0), // right-left
631 for(u16 i=0; i<3; i++)
634 Calculate values along the axis
636 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
637 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
638 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
639 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
640 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
641 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
644 Check collision for the axis.
645 Collision happens when player is going through a surface.
649 // Make it easier to get on top of a node
652 bool negative_axis_collides =
653 (nodemax > playermin && nodemax <= playermin_old + neg_d
654 && m_speed.dotProduct(dirs[i]) < 0);
655 bool positive_axis_collides =
656 (nodemin < playermax && nodemin >= playermax_old - pos_d
657 && m_speed.dotProduct(dirs[i]) > 0);*/
658 bool negative_axis_collides =
659 (nodemax > playermin && nodemax <= playermin_old + d
660 && m_speed.dotProduct(dirs[i]) < 0);
661 bool positive_axis_collides =
662 (nodemin < playermax && nodemin >= playermax_old - d
663 && m_speed.dotProduct(dirs[i]) > 0);
664 bool main_axis_collides =
665 negative_axis_collides || positive_axis_collides;
668 Check overlap of player and node in other axes
670 bool other_axes_overlap = true;
671 for(u16 j=0; j<3; j++)
675 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
676 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
677 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
678 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
679 if(!(nodemax - d > playermin && nodemin + d < playermax))
681 other_axes_overlap = false;
687 If this is a collision, revert the position in the main
690 if(other_axes_overlap && main_axis_collides)
692 //v3f old_speed = m_speed;
694 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
695 position -= position.dotProduct(dirs[i]) * dirs[i];
696 position += oldpos.dotProduct(dirs[i]) * dirs[i];
700 // Report fall collision
701 if(old_speed.Y < m_speed.Y - 0.1)
704 info.t = COLLISION_FALL;
705 info.speed = m_speed.Y - old_speed.Y;
706 collision_info->push_back(info);
715 Check the nodes under the player to see from which node the
716 player is sneaking from, if any.
719 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
720 v2f player_p2df(position.X, position.Z);
721 f32 min_distance_f = 100000.0*BS;
722 // If already seeking from some node, compare to it.
723 /*if(m_sneak_node_exists)
725 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
726 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
727 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
728 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
729 // Ignore if player is not on the same level (likely dropped)
730 if(d_vert_f < 0.15*BS)
731 min_distance_f = d_horiz_f;
733 v3s16 new_sneak_node = m_sneak_node;
734 for(s16 x=-1; x<=1; x++)
735 for(s16 z=-1; z<=1; z++)
737 v3s16 p = pos_i_bottom + v3s16(x,0,z);
738 v3f pf = intToFloat(p, BS);
739 v2f node_p2df(pf.X, pf.Z);
740 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
741 f32 max_axis_distance_f = MYMAX(
742 fabs(player_p2df.X-node_p2df.X),
743 fabs(player_p2df.Y-node_p2df.Y));
745 if(distance_f > min_distance_f ||
746 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
750 // The node to be sneaked on has to be walkable
751 if(nodemgr->get(map.getNode(p)).walkable == false)
753 // And the node above it has to be nonwalkable
754 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
757 catch(InvalidPositionException &e)
762 min_distance_f = distance_f;
766 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
768 if(control.sneak && m_sneak_node_exists)
771 m_sneak_node = new_sneak_node;
775 m_sneak_node = new_sneak_node;
776 m_sneak_node_exists = sneak_node_found;
780 If sneaking, the player's collision box can be in air, so
781 this has to be set explicitly
783 if(sneak_node_found && control.sneak)
784 touching_ground = true;
790 setPosition(position);
797 // Report fall collision
798 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
801 info.t = COLLISION_FALL;
802 info.speed = m_speed.Y - old_speed.Y;
803 collision_info->push_back(info);
808 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
810 move(dtime, map, pos_max_d, NULL);
813 void LocalPlayer::applyControl(float dtime)
819 f32 walk_acceleration = 4.0 * BS;
820 f32 walkspeed_max = 4.0 * BS;
822 setPitch(control.pitch);
825 v3f move_direction = v3f(0,0,1);
826 move_direction.rotateXZBy(getYaw());
828 v3f speed = v3f(0,0,0);
830 bool free_move = g_settings->getBool("free_move");
831 bool fast_move = g_settings->getBool("fast_move");
832 bool continuous_forward = g_settings->getBool("continuous_forward");
834 if(free_move || is_climbing)
836 v3f speed = getSpeed();
841 // Whether superspeed mode is used or not
842 bool superspeed = false;
844 // If free movement and fast movement, always move fast
845 if(free_move && fast_move)
848 // Auxiliary button 1 (E)
853 // In free movement mode, aux1 descends
854 v3f speed = getSpeed();
858 speed.Y = -walkspeed_max;
863 v3f speed = getSpeed();
869 // If not free movement but fast is allowed, aux1 is
876 if(continuous_forward)
877 speed += move_direction;
881 if(continuous_forward)
884 speed += move_direction;
888 speed -= move_direction;
892 speed += move_direction.crossProduct(v3f(0,1,0));
896 speed += move_direction.crossProduct(v3f(0,-1,0));
902 v3f speed = getSpeed();
906 speed.Y = walkspeed_max;
909 else if(touching_ground)
911 v3f speed = getSpeed();
913 NOTE: The d value in move() affects jump height by
914 raising the height at which the jump speed is kept
915 at its starting value
920 // Use the oscillating value for getting out of water
921 // (so that the player doesn't fly on the surface)
924 v3f speed = getSpeed();
931 v3f speed = getSpeed();
937 // The speed of the player (Y is ignored)
939 speed = speed.normalize() * walkspeed_max * 5.0;
940 else if(control.sneak)
941 speed = speed.normalize() * walkspeed_max / 3.0;
943 speed = speed.normalize() * walkspeed_max;
945 f32 inc = walk_acceleration * BS * dtime;
947 // Faster acceleration if fast and free movement
948 if(free_move && fast_move)
949 inc = walk_acceleration * BS * dtime * 10;
951 // Accelerate to target speed with maximum increment
952 accelerate(speed, inc);