3 Copyright (C) 2010 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.
21 (c) 2010 Perttu Ahola <celeron55@gmail.com>
26 #include "connection.h"
27 #include "constants.h"
31 touching_ground(false),
33 in_water_stable(false),
35 peer_id(PEER_ID_INEXISTENT),
41 updateName("<not set>");
49 void Player::resetInventory()
52 inventory.addList("main", PLAYER_INVENTORY_SIZE);
53 inventory.addList("craft", 9);
54 inventory.addList("craftresult", 1);
57 // Y direction is ignored
58 void Player::accelerate(v3f target_speed, f32 max_increase)
60 v3f d_wanted = target_speed - m_speed;
62 f32 dl_wanted = d_wanted.getLength();
67 v3f d = d_wanted.normalize() * dl;
74 if(m_speed.X < target_speed.X - max_increase)
75 m_speed.X += max_increase;
76 else if(m_speed.X > target_speed.X + max_increase)
77 m_speed.X -= max_increase;
78 else if(m_speed.X < target_speed.X)
79 m_speed.X = target_speed.X;
80 else if(m_speed.X > target_speed.X)
81 m_speed.X = target_speed.X;
83 if(m_speed.Z < target_speed.Z - max_increase)
84 m_speed.Z += max_increase;
85 else if(m_speed.Z > target_speed.Z + max_increase)
86 m_speed.Z -= max_increase;
87 else if(m_speed.Z < target_speed.Z)
88 m_speed.Z = target_speed.Z;
89 else if(m_speed.Z > target_speed.Z)
90 m_speed.Z = target_speed.Z;
94 void Player::serialize(std::ostream &os)
96 // Utilize a Settings object for storing values
98 args.setS32("version", 1);
99 args.set("name", m_name);
100 args.setFloat("pitch", m_pitch);
101 args.setFloat("yaw", m_yaw);
102 args.setV3F("position", m_position);
106 os<<"PlayerArgsEnd\n";
108 inventory.serialize(os);
111 void Player::deSerialize(std::istream &is)
118 throw SerializationError
119 ("Player::deSerialize(): PlayerArgsEnd not found");
121 std::getline(is, line);
122 std::string trimmedline = trim(line);
123 if(trimmedline == "PlayerArgsEnd")
125 args.parseConfigLine(line);
128 //args.getS32("version");
129 std::string name = args.get("name");
130 updateName(name.c_str());
131 m_pitch = args.getFloat("pitch");
132 m_yaw = args.getFloat("yaw");
133 m_position = args.getV3F("position");
135 inventory.deSerialize(is);
144 RemotePlayer::RemotePlayer(
145 scene::ISceneNode* parent,
146 IrrlichtDevice *device,
148 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
151 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
153 if(parent != NULL && device != NULL)
155 // ISceneNode stores a member called SceneManager
156 scene::ISceneManager* mgr = SceneManager;
157 video::IVideoDriver* driver = mgr->getVideoDriver();
158 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
160 // Add a text node for showing the name
161 wchar_t wname[1] = {0};
162 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
163 wname, video::SColor(255,255,255,255), this);
164 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
166 // Attach a simple mesh to the player for showing an image
167 scene::SMesh *mesh = new scene::SMesh();
169 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
170 video::SColor c(255,255,255,255);
171 video::S3DVertex vertices[4] =
173 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
174 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
175 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
176 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
178 u16 indices[] = {0,1,2,2,3,0};
179 buf->append(vertices, 4, indices, 6);
181 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
182 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
183 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
184 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
185 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
186 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
187 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
189 mesh->addMeshBuffer(buf);
193 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
194 video::SColor c(255,255,255,255);
195 video::S3DVertex vertices[4] =
197 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
198 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
199 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
200 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
202 u16 indices[] = {0,1,2,2,3,0};
203 buf->append(vertices, 4, indices, 6);
205 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
206 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
207 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
208 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
209 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
210 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
212 mesh->addMeshBuffer(buf);
215 m_node = mgr->addMeshSceneNode(mesh, this);
217 m_node->setPosition(v3f(0,0,0));
221 RemotePlayer::~RemotePlayer()
223 if(SceneManager != NULL)
224 ISceneNode::remove();
227 void RemotePlayer::updateName(const char *name)
229 Player::updateName(name);
232 wchar_t wname[PLAYERNAME_SIZE];
233 mbstowcs(wname, m_name, strlen(m_name)+1);
234 m_text->setText(wname);
238 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
240 m_pos_animation_time_counter += dtime;
241 m_pos_animation_counter += dtime;
242 v3f movevector = m_position - m_oldpos;
244 if(m_pos_animation_time < 0.001)
247 moveratio = m_pos_animation_counter / m_pos_animation_time;
250 m_showpos = m_oldpos + movevector * moveratio;
252 ISceneNode::setPosition(m_showpos);
262 LocalPlayer::LocalPlayer():
263 m_last_walked_node(32767,32767,32767)
267 LocalPlayer::~LocalPlayer()
271 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
273 v3f position = getPosition();
274 v3f oldpos = position;
275 v3s16 oldpos_i = floatToInt(oldpos);
277 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
278 <<oldpos_i.Z<<")"<<std::endl;*/
281 Calculate new position
283 position += m_speed * dtime;
285 // Skip collision detection if a special movement mode is used
286 bool free_move = g_settings.getBool("free_move");
289 setPosition(position);
297 // Player position in nodes
298 v3s16 pos_i = floatToInt(position);
301 Check if player is in water (the oscillating value)
304 // If in water, the threshold of coming out is at higher y
307 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
308 in_water = content_liquid(map.getNode(pp).d);
310 // If not in water, the threshold of going in is at lower y
313 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
314 in_water = content_liquid(map.getNode(pp).d);
317 catch(InvalidPositionException &e)
323 Check if player is in water (the stable value)
326 v3s16 pp = floatToInt(position + v3f(0,0,0));
327 in_water_stable = content_liquid(map.getNode(pp).d);
329 catch(InvalidPositionException &e)
331 in_water_stable = false;
335 Collision uncertainty radius
336 Make it a bit larger than the maximum distance of movement
338 //f32 d = pos_max_d * 1.1;
339 // A fairly large value in here makes moving much smoother
342 // This should always apply, otherwise there are glitches
343 assert(d > pos_max_d);
345 float player_radius = BS*0.35;
346 float player_height = BS*1.7;
348 // Maximum distance over border for sneaking
349 f32 sneak_max = BS*0.4;
352 If sneaking, player has larger collision radius to keep from
356 player_radius = sneak_max + d*1.1;*/
359 If sneaking, keep in range from the last walked node and don't
364 f32 maxd = 0.5*BS + sneak_max;
365 v3f lwn_f = intToFloat(m_last_walked_node);
366 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
367 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
369 f32 min_y = lwn_f.Y + 0.5*BS;
370 if(position.Y < min_y)
379 Calculate player collision box (new and old)
381 core::aabbox3d<f32> playerbox(
382 position.X - player_radius,
384 position.Z - player_radius,
385 position.X + player_radius,
386 position.Y + player_height,
387 position.Z + player_radius
389 core::aabbox3d<f32> playerbox_old(
390 oldpos.X - player_radius,
392 oldpos.Z - player_radius,
393 oldpos.X + player_radius,
394 oldpos.Y + player_height,
395 oldpos.Z + player_radius
399 If the player's feet touch the topside of any node, this is
402 Player is allowed to jump when this is true.
404 touching_ground = false;
406 /*std::cout<<"Checking collisions for ("
407 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
409 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
413 Go through every node around the player
415 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
416 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
417 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
420 if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
424 catch(InvalidPositionException &e)
426 // Doing nothing here will block the player from
427 // walking over map borders
430 core::aabbox3d<f32> nodebox = Map::getNodeBox(
434 See if the player is touching ground.
436 Player touches ground if player's minimum Y is near node's
437 maximum Y and player's X-Z-area overlaps with the node's
440 Use 0.15*BS so that it is easier to get on a node.
443 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
444 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
445 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
446 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
447 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
448 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
450 touching_ground = true;
453 // If player doesn't intersect with node, ignore node.
454 if(playerbox.intersectsWithBox(nodebox) == false)
458 Go through every axis
461 v3f(0,0,1), // back-front
462 v3f(0,1,0), // top-bottom
463 v3f(1,0,0), // right-left
465 for(u16 i=0; i<3; i++)
468 Calculate values along the axis
470 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
471 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
472 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
473 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
474 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
475 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
478 Check collision for the axis.
479 Collision happens when player is going through a surface.
483 // Make it easier to get on top of a node
486 bool negative_axis_collides =
487 (nodemax > playermin && nodemax <= playermin_old + neg_d
488 && m_speed.dotProduct(dirs[i]) < 0);
489 bool positive_axis_collides =
490 (nodemin < playermax && nodemin >= playermax_old - pos_d
491 && m_speed.dotProduct(dirs[i]) > 0);*/
492 bool negative_axis_collides =
493 (nodemax > playermin && nodemax <= playermin_old + d
494 && m_speed.dotProduct(dirs[i]) < 0);
495 bool positive_axis_collides =
496 (nodemin < playermax && nodemin >= playermax_old - d
497 && m_speed.dotProduct(dirs[i]) > 0);
498 bool main_axis_collides =
499 negative_axis_collides || positive_axis_collides;
502 Check overlap of player and node in other axes
504 bool other_axes_overlap = true;
505 for(u16 j=0; j<3; j++)
509 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
510 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
511 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
512 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
513 if(!(nodemax - d > playermin && nodemin + d < playermax))
515 other_axes_overlap = false;
521 If this is a collision, revert the position in the main
524 if(other_axes_overlap && main_axis_collides)
526 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
527 position -= position.dotProduct(dirs[i]) * dirs[i];
528 position += oldpos.dotProduct(dirs[i]) * dirs[i];
535 If there is a walkable node directly under the player, save
539 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
540 if(content_walkable(map.getNode(pos_i_bottom).d))
542 m_last_walked_node = pos_i_bottom;
545 catch(InvalidPositionException &e)
550 Check the neighbors of m_last_walked_node that are closer to
551 the player. If walkable, set m_last_walked_node to such.
554 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
555 v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
556 v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
557 v2f player_p2df(position.X, position.Z);
558 f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
559 v3s16 new_last_walked_node = m_last_walked_node;
560 for(s16 x=-1; x<=1; x++)
561 for(s16 z=-1; z<=1; z++)
563 v3s16 p = m_last_walked_node + v3s16(x,0,z);
564 v3f pf = intToFloat(p);
565 v2f node_p2df(pf.X, pf.Z);
566 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
567 if(distance_f > min_distance_f)
570 if(content_walkable(map.getNode(p).d) == false)
573 catch(InvalidPositionException &e)
578 min_distance_f = distance_f;
579 new_last_walked_node = p;
582 m_last_walked_node = new_last_walked_node;
588 setPosition(position);
591 void LocalPlayer::applyControl(float dtime)
597 f32 walk_acceleration = 4.0 * BS;
598 f32 walkspeed_max = 4.0 * BS;
600 setPitch(control.pitch);
603 v3f move_direction = v3f(0,0,1);
604 move_direction.rotateXZBy(getYaw());
606 v3f speed = v3f(0,0,0);
608 bool free_move = g_settings.getBool("free_move");
609 bool fast_move = g_settings.getBool("fast_move");
610 bool continuous_forward = g_settings.getBool("continuous_forward");
614 v3f speed = getSpeed();
619 // Whether superspeed mode is used or not
620 bool superspeed = false;
622 // If free movement and fast movement, always move fast
623 if(free_move && fast_move)
626 // Auxiliary button 1 (E)
631 // In free movement mode, aux1 descends
632 v3f speed = getSpeed();
636 speed.Y = -walkspeed_max;
641 // If not free movement but fast is allowed, aux1 is
648 if(continuous_forward)
649 speed += move_direction;
653 if(continuous_forward)
656 speed += move_direction;
660 speed -= move_direction;
664 speed += move_direction.crossProduct(v3f(0,1,0));
668 speed += move_direction.crossProduct(v3f(0,-1,0));
674 v3f speed = getSpeed();
678 speed.Y = walkspeed_max;
681 else if(touching_ground)
683 v3f speed = getSpeed();
685 NOTE: The d value in move() affects jump height by
686 raising the height at which the jump speed is kept
687 at its starting value
692 // Use the oscillating value for getting out of water
693 // (so that the player doesn't fly on the surface)
696 v3f speed = getSpeed();
703 // The speed of the player (Y is ignored)
705 speed = speed.normalize() * walkspeed_max * 5.0;
706 else if(control.sneak)
707 speed = speed.normalize() * walkspeed_max / 3.0;
709 speed = speed.normalize() * walkspeed_max;
711 f32 inc = walk_acceleration * BS * dtime;
713 // Faster acceleration if fast and free movement
714 if(free_move && fast_move)
715 inc = walk_acceleration * BS * dtime * 10;
717 // Accelerate to target speed with maximum increment
718 accelerate(speed, inc);