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>
31 touching_ground(false),
33 in_water_stable(false),
37 inventory_backup(NULL),
38 craftresult_is_preview(true),
40 peer_id(PEER_ID_INEXISTENT),
47 updateName("<not set>");
53 delete inventory_backup;
56 void Player::wieldItem(u16 item)
58 m_selected_item = item;
61 void Player::resetInventory()
64 inventory.addList("main", PLAYER_INVENTORY_SIZE);
65 inventory.addList("craft", 9);
66 inventory.addList("craftresult", 1);
69 // Y direction is ignored
70 void Player::accelerate(v3f target_speed, f32 max_increase)
72 v3f d_wanted = target_speed - m_speed;
74 f32 dl_wanted = d_wanted.getLength();
79 v3f d = d_wanted.normalize() * dl;
86 if(m_speed.X < target_speed.X - max_increase)
87 m_speed.X += max_increase;
88 else if(m_speed.X > target_speed.X + max_increase)
89 m_speed.X -= max_increase;
90 else if(m_speed.X < target_speed.X)
91 m_speed.X = target_speed.X;
92 else if(m_speed.X > target_speed.X)
93 m_speed.X = target_speed.X;
95 if(m_speed.Z < target_speed.Z - max_increase)
96 m_speed.Z += max_increase;
97 else if(m_speed.Z > target_speed.Z + max_increase)
98 m_speed.Z -= max_increase;
99 else if(m_speed.Z < target_speed.Z)
100 m_speed.Z = target_speed.Z;
101 else if(m_speed.Z > target_speed.Z)
102 m_speed.Z = target_speed.Z;
106 void Player::serialize(std::ostream &os)
108 // Utilize a Settings object for storing values
110 args.setS32("version", 1);
111 args.set("name", m_name);
112 //args.set("password", m_password);
113 args.setFloat("pitch", m_pitch);
114 args.setFloat("yaw", m_yaw);
115 args.setV3F("position", m_position);
116 args.setBool("craftresult_is_preview", craftresult_is_preview);
117 args.setS32("hp", hp);
121 os<<"PlayerArgsEnd\n";
123 // If actual inventory is backed up due to creative mode, save it
124 // instead of the dummy creative mode inventory
126 inventory_backup->serialize(os);
128 inventory.serialize(os);
131 void Player::deSerialize(std::istream &is)
138 throw SerializationError
139 ("Player::deSerialize(): PlayerArgsEnd not found");
141 std::getline(is, line);
142 std::string trimmedline = trim(line);
143 if(trimmedline == "PlayerArgsEnd")
145 args.parseConfigLine(line);
148 //args.getS32("version");
149 std::string name = args.get("name");
150 updateName(name.c_str());
151 /*std::string password = "";
152 if(args.exists("password"))
153 password = args.get("password");
154 updatePassword(password.c_str());*/
155 m_pitch = args.getFloat("pitch");
156 m_yaw = args.getFloat("yaw");
157 m_position = args.getV3F("position");
159 craftresult_is_preview = args.getBool("craftresult_is_preview");
160 }catch(SettingNotFoundException &e){
161 craftresult_is_preview = true;
164 hp = args.getS32("hp");
165 }catch(SettingNotFoundException &e){
169 std::string sprivs = args.get("privs");
176 std::istringstream ss(sprivs);
179 }catch(SettingNotFoundException &e){
180 privs = PRIV_DEFAULT;
183 inventory.deSerialize(is);
192 RemotePlayer::RemotePlayer(
193 scene::ISceneNode* parent,
194 IrrlichtDevice *device,
196 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
199 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
201 if(parent != NULL && device != NULL)
203 // ISceneNode stores a member called SceneManager
204 scene::ISceneManager* mgr = SceneManager;
205 video::IVideoDriver* driver = mgr->getVideoDriver();
206 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
208 // Add a text node for showing the name
209 wchar_t wname[1] = {0};
210 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
211 wname, video::SColor(255,255,255,255), this);
212 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
214 // Attach a simple mesh to the player for showing an image
215 scene::SMesh *mesh = new scene::SMesh();
217 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
218 video::SColor c(255,255,255,255);
219 video::S3DVertex vertices[4] =
221 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
222 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
223 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
224 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
226 u16 indices[] = {0,1,2,2,3,0};
227 buf->append(vertices, 4, indices, 6);
229 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
230 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
231 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
232 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
233 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
234 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
235 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
237 mesh->addMeshBuffer(buf);
241 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
242 video::SColor c(255,255,255,255);
243 video::S3DVertex vertices[4] =
245 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
246 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
247 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
248 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
250 u16 indices[] = {0,1,2,2,3,0};
251 buf->append(vertices, 4, indices, 6);
253 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
254 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
255 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
256 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
257 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
258 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
260 mesh->addMeshBuffer(buf);
263 m_node = mgr->addMeshSceneNode(mesh, this);
265 m_node->setPosition(v3f(0,0,0));
269 RemotePlayer::~RemotePlayer()
271 if(SceneManager != NULL)
272 ISceneNode::remove();
275 void RemotePlayer::updateName(const char *name)
277 Player::updateName(name);
280 wchar_t wname[PLAYERNAME_SIZE];
281 mbstowcs(wname, m_name, strlen(m_name)+1);
282 m_text->setText(wname);
286 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
288 m_pos_animation_time_counter += dtime;
289 m_pos_animation_counter += dtime;
290 v3f movevector = m_position - m_oldpos;
292 if(m_pos_animation_time < 0.001)
295 moveratio = m_pos_animation_counter / m_pos_animation_time;
298 m_showpos = m_oldpos + movevector * moveratio;
300 ISceneNode::setPosition(m_showpos);
310 LocalPlayer::LocalPlayer():
311 m_sneak_node(32767,32767,32767),
312 m_sneak_node_exists(false)
314 // Initialize hp to 0, so that no hearts will be shown if server
315 // doesn't support health points
319 LocalPlayer::~LocalPlayer()
323 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
324 core::list<CollisionInfo> *collision_info)
326 v3f position = getPosition();
327 v3f oldpos = position;
328 v3s16 oldpos_i = floatToInt(oldpos, BS);
330 v3f old_speed = m_speed;
332 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
333 <<oldpos_i.Z<<")"<<std::endl;*/
336 Calculate new position
339 // Still move very slowly so as not to feel all completely stuck
340 position += m_speed * dtime * 0.001;
343 position += m_speed * dtime;
347 If the player enters an unloaded chunk this is set to true.
351 // Skip collision detection if a special movement mode is used
352 bool free_move = g_settings->getBool("free_move");
355 setPosition(position);
363 // Player position in nodes
364 v3s16 pos_i = floatToInt(position, BS);
367 Check if player is in water (the oscillating value)
370 // If in water, the threshold of coming out is at higher y
373 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
374 in_water = content_liquid(map.getNode(pp).getContent());
376 // If not in water, the threshold of going in is at lower y
379 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
380 in_water = content_liquid(map.getNode(pp).getContent());
383 catch(InvalidPositionException &e)
389 Check if player is in water (the stable value)
392 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
393 in_water_stable = content_liquid(map.getNode(pp).getContent());
395 catch(InvalidPositionException &e)
397 in_water_stable = false;
401 Check if player is climbing
405 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
406 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
407 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
408 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
410 catch(InvalidPositionException &e)
416 Collision uncertainty radius
417 Make it a bit larger than the maximum distance of movement
419 //f32 d = pos_max_d * 1.1;
420 // A fairly large value in here makes moving smoother
423 // This should always apply, otherwise there are glitches
424 assert(d > pos_max_d);
426 float player_radius = BS*0.35;
427 float player_height = BS*1.7;
429 // Maximum distance over border for sneaking
430 f32 sneak_max = BS*0.4;
433 If sneaking, player has larger collision radius to keep from
437 player_radius = sneak_max + d*1.1;*/
440 If sneaking, keep in range from the last walked node and don't
443 if(control.sneak && m_sneak_node_exists)
445 f32 maxd = 0.5*BS + sneak_max;
446 v3f lwn_f = intToFloat(m_sneak_node, BS);
447 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
448 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
450 f32 min_y = lwn_f.Y + 0.5*BS;
451 if(position.Y < min_y)
455 //v3f old_speed = m_speed;
462 // Report fall collision
463 if(old_speed.Y < m_speed.Y - 0.1)
466 info.t = COLLISION_FALL;
467 info.speed = m_speed.Y - old_speed.Y;
468 collision_info->push_back(info);
475 Calculate player collision box (new and old)
477 core::aabbox3d<f32> playerbox(
478 position.X - player_radius,
480 position.Z - player_radius,
481 position.X + player_radius,
482 position.Y + player_height,
483 position.Z + player_radius
485 core::aabbox3d<f32> playerbox_old(
486 oldpos.X - player_radius,
488 oldpos.Z - player_radius,
489 oldpos.X + player_radius,
490 oldpos.Y + player_height,
491 oldpos.Z + player_radius
495 If the player's feet touch the topside of any node, this is
498 Player is allowed to jump when this is true.
500 touching_ground = false;
502 /*std::cout<<"Checking collisions for ("
503 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
505 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
509 Go through every node around the player
511 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
512 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
513 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
516 // Player collides into walkable nodes
517 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
520 catch(InvalidPositionException &e)
523 // freeze when entering unloaded areas
529 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
532 See if the player is touching ground.
534 Player touches ground if player's minimum Y is near node's
535 maximum Y and player's X-Z-area overlaps with the node's
538 Use 0.15*BS so that it is easier to get on a node.
541 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
542 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
543 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
544 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
545 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
546 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
548 touching_ground = true;
551 // If player doesn't intersect with node, ignore node.
552 if(playerbox.intersectsWithBox(nodebox) == false)
556 Go through every axis
559 v3f(0,0,1), // back-front
560 v3f(0,1,0), // top-bottom
561 v3f(1,0,0), // right-left
563 for(u16 i=0; i<3; i++)
566 Calculate values along the axis
568 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
569 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
570 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
571 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
572 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
573 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
576 Check collision for the axis.
577 Collision happens when player is going through a surface.
581 // Make it easier to get on top of a node
584 bool negative_axis_collides =
585 (nodemax > playermin && nodemax <= playermin_old + neg_d
586 && m_speed.dotProduct(dirs[i]) < 0);
587 bool positive_axis_collides =
588 (nodemin < playermax && nodemin >= playermax_old - pos_d
589 && m_speed.dotProduct(dirs[i]) > 0);*/
590 bool negative_axis_collides =
591 (nodemax > playermin && nodemax <= playermin_old + d
592 && m_speed.dotProduct(dirs[i]) < 0);
593 bool positive_axis_collides =
594 (nodemin < playermax && nodemin >= playermax_old - d
595 && m_speed.dotProduct(dirs[i]) > 0);
596 bool main_axis_collides =
597 negative_axis_collides || positive_axis_collides;
600 Check overlap of player and node in other axes
602 bool other_axes_overlap = true;
603 for(u16 j=0; j<3; j++)
607 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
608 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
609 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
610 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
611 if(!(nodemax - d > playermin && nodemin + d < playermax))
613 other_axes_overlap = false;
619 If this is a collision, revert the position in the main
622 if(other_axes_overlap && main_axis_collides)
624 //v3f old_speed = m_speed;
626 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
627 position -= position.dotProduct(dirs[i]) * dirs[i];
628 position += oldpos.dotProduct(dirs[i]) * dirs[i];
632 // Report fall collision
633 if(old_speed.Y < m_speed.Y - 0.1)
636 info.t = COLLISION_FALL;
637 info.speed = m_speed.Y - old_speed.Y;
638 collision_info->push_back(info);
647 Check the nodes under the player to see from which node the
648 player is sneaking from, if any.
651 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
652 v2f player_p2df(position.X, position.Z);
653 f32 min_distance_f = 100000.0*BS;
654 // If already seeking from some node, compare to it.
655 /*if(m_sneak_node_exists)
657 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
658 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
659 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
660 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
661 // Ignore if player is not on the same level (likely dropped)
662 if(d_vert_f < 0.15*BS)
663 min_distance_f = d_horiz_f;
665 v3s16 new_sneak_node = m_sneak_node;
666 for(s16 x=-1; x<=1; x++)
667 for(s16 z=-1; z<=1; z++)
669 v3s16 p = pos_i_bottom + v3s16(x,0,z);
670 v3f pf = intToFloat(p, BS);
671 v2f node_p2df(pf.X, pf.Z);
672 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
673 f32 max_axis_distance_f = MYMAX(
674 fabs(player_p2df.X-node_p2df.X),
675 fabs(player_p2df.Y-node_p2df.Y));
677 if(distance_f > min_distance_f ||
678 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
682 // The node to be sneaked on has to be walkable
683 if(content_walkable(map.getNode(p).getContent()) == false)
685 // And the node above it has to be nonwalkable
686 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
689 catch(InvalidPositionException &e)
694 min_distance_f = distance_f;
698 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
700 if(control.sneak && m_sneak_node_exists)
703 m_sneak_node = new_sneak_node;
707 m_sneak_node = new_sneak_node;
708 m_sneak_node_exists = sneak_node_found;
712 If sneaking, the player's collision box can be in air, so
713 this has to be set explicitly
715 if(sneak_node_found && control.sneak)
716 touching_ground = true;
722 setPosition(position);
729 // Report fall collision
730 if(old_speed.Y < m_speed.Y - 0.1)
733 info.t = COLLISION_FALL;
734 info.speed = m_speed.Y - old_speed.Y;
735 collision_info->push_back(info);
740 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
742 move(dtime, map, pos_max_d, NULL);
745 void LocalPlayer::applyControl(float dtime)
751 f32 walk_acceleration = 4.0 * BS;
752 f32 walkspeed_max = 4.0 * BS;
754 setPitch(control.pitch);
757 v3f move_direction = v3f(0,0,1);
758 move_direction.rotateXZBy(getYaw());
760 v3f speed = v3f(0,0,0);
762 bool free_move = g_settings->getBool("free_move");
763 bool fast_move = g_settings->getBool("fast_move");
764 bool continuous_forward = g_settings->getBool("continuous_forward");
766 if(free_move || is_climbing)
768 v3f speed = getSpeed();
773 // Whether superspeed mode is used or not
774 bool superspeed = false;
776 // If free movement and fast movement, always move fast
777 if(free_move && fast_move)
780 // Auxiliary button 1 (E)
785 // In free movement mode, aux1 descends
786 v3f speed = getSpeed();
790 speed.Y = -walkspeed_max;
795 v3f speed = getSpeed();
801 // If not free movement but fast is allowed, aux1 is
808 if(continuous_forward)
809 speed += move_direction;
813 if(continuous_forward)
816 speed += move_direction;
820 speed -= move_direction;
824 speed += move_direction.crossProduct(v3f(0,1,0));
828 speed += move_direction.crossProduct(v3f(0,-1,0));
834 v3f speed = getSpeed();
838 speed.Y = walkspeed_max;
841 else if(touching_ground)
843 v3f speed = getSpeed();
845 NOTE: The d value in move() affects jump height by
846 raising the height at which the jump speed is kept
847 at its starting value
852 // Use the oscillating value for getting out of water
853 // (so that the player doesn't fly on the surface)
856 v3f speed = getSpeed();
863 v3f speed = getSpeed();
869 // The speed of the player (Y is ignored)
871 speed = speed.normalize() * walkspeed_max * 5.0;
872 else if(control.sneak)
873 speed = speed.normalize() * walkspeed_max / 3.0;
875 speed = speed.normalize() * walkspeed_max;
877 f32 inc = walk_acceleration * BS * dtime;
879 // Faster acceleration if fast and free movement
880 if(free_move && fast_move)
881 inc = walk_acceleration * BS * dtime * 10;
883 // Accelerate to target speed with maximum increment
884 accelerate(speed, inc);