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),
36 inventory_backup(NULL),
37 craftresult_is_preview(true),
39 peer_id(PEER_ID_INEXISTENT),
46 updateName("<not set>");
52 delete inventory_backup;
55 void Player::wieldItem(u16 item)
57 m_selected_item = item;
60 void Player::resetInventory()
63 inventory.addList("main", PLAYER_INVENTORY_SIZE);
64 inventory.addList("craft", 9);
65 inventory.addList("craftresult", 1);
68 // Y direction is ignored
69 void Player::accelerate(v3f target_speed, f32 max_increase)
71 v3f d_wanted = target_speed - m_speed;
73 f32 dl_wanted = d_wanted.getLength();
78 v3f d = d_wanted.normalize() * dl;
85 if(m_speed.X < target_speed.X - max_increase)
86 m_speed.X += max_increase;
87 else if(m_speed.X > target_speed.X + max_increase)
88 m_speed.X -= max_increase;
89 else if(m_speed.X < target_speed.X)
90 m_speed.X = target_speed.X;
91 else if(m_speed.X > target_speed.X)
92 m_speed.X = target_speed.X;
94 if(m_speed.Z < target_speed.Z - max_increase)
95 m_speed.Z += max_increase;
96 else if(m_speed.Z > target_speed.Z + max_increase)
97 m_speed.Z -= max_increase;
98 else if(m_speed.Z < target_speed.Z)
99 m_speed.Z = target_speed.Z;
100 else if(m_speed.Z > target_speed.Z)
101 m_speed.Z = target_speed.Z;
105 void Player::serialize(std::ostream &os)
107 // Utilize a Settings object for storing values
109 args.setS32("version", 1);
110 args.set("name", m_name);
111 //args.set("password", m_password);
112 args.setFloat("pitch", m_pitch);
113 args.setFloat("yaw", m_yaw);
114 args.setV3F("position", m_position);
115 args.setBool("craftresult_is_preview", craftresult_is_preview);
116 args.setS32("hp", hp);
120 os<<"PlayerArgsEnd\n";
122 // If actual inventory is backed up due to creative mode, save it
123 // instead of the dummy creative mode inventory
125 inventory_backup->serialize(os);
127 inventory.serialize(os);
130 void Player::deSerialize(std::istream &is)
137 throw SerializationError
138 ("Player::deSerialize(): PlayerArgsEnd not found");
140 std::getline(is, line);
141 std::string trimmedline = trim(line);
142 if(trimmedline == "PlayerArgsEnd")
144 args.parseConfigLine(line);
147 //args.getS32("version");
148 std::string name = args.get("name");
149 updateName(name.c_str());
150 /*std::string password = "";
151 if(args.exists("password"))
152 password = args.get("password");
153 updatePassword(password.c_str());*/
154 m_pitch = args.getFloat("pitch");
155 m_yaw = args.getFloat("yaw");
156 m_position = args.getV3F("position");
158 craftresult_is_preview = args.getBool("craftresult_is_preview");
159 }catch(SettingNotFoundException &e){
160 craftresult_is_preview = true;
163 hp = args.getS32("hp");
164 }catch(SettingNotFoundException &e){
168 std::string sprivs = args.get("privs");
175 std::istringstream ss(sprivs);
178 }catch(SettingNotFoundException &e){
179 privs = PRIV_DEFAULT;
182 inventory.deSerialize(is);
191 RemotePlayer::RemotePlayer(
192 scene::ISceneNode* parent,
193 IrrlichtDevice *device,
195 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
198 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
200 if(parent != NULL && device != NULL)
202 // ISceneNode stores a member called SceneManager
203 scene::ISceneManager* mgr = SceneManager;
204 video::IVideoDriver* driver = mgr->getVideoDriver();
205 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
207 // Add a text node for showing the name
208 wchar_t wname[1] = {0};
209 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
210 wname, video::SColor(255,255,255,255), this);
211 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
213 // Attach a simple mesh to the player for showing an image
214 scene::SMesh *mesh = new scene::SMesh();
216 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
217 video::SColor c(255,255,255,255);
218 video::S3DVertex vertices[4] =
220 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
221 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
222 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
223 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
225 u16 indices[] = {0,1,2,2,3,0};
226 buf->append(vertices, 4, indices, 6);
228 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
229 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
230 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
231 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
232 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
233 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
234 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
236 mesh->addMeshBuffer(buf);
240 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
241 video::SColor c(255,255,255,255);
242 video::S3DVertex vertices[4] =
244 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
245 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
246 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
247 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
249 u16 indices[] = {0,1,2,2,3,0};
250 buf->append(vertices, 4, indices, 6);
252 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
253 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
254 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
255 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
256 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
257 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
259 mesh->addMeshBuffer(buf);
262 m_node = mgr->addMeshSceneNode(mesh, this);
264 m_node->setPosition(v3f(0,0,0));
268 RemotePlayer::~RemotePlayer()
270 if(SceneManager != NULL)
271 ISceneNode::remove();
274 void RemotePlayer::updateName(const char *name)
276 Player::updateName(name);
279 wchar_t wname[PLAYERNAME_SIZE];
280 mbstowcs(wname, m_name, strlen(m_name)+1);
281 m_text->setText(wname);
285 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
287 m_pos_animation_time_counter += dtime;
288 m_pos_animation_counter += dtime;
289 v3f movevector = m_position - m_oldpos;
291 if(m_pos_animation_time < 0.001)
294 moveratio = m_pos_animation_counter / m_pos_animation_time;
297 m_showpos = m_oldpos + movevector * moveratio;
299 ISceneNode::setPosition(m_showpos);
309 LocalPlayer::LocalPlayer():
310 m_sneak_node(32767,32767,32767),
311 m_sneak_node_exists(false)
313 // Initialize hp to 0, so that no hearts will be shown if server
314 // doesn't support health points
318 LocalPlayer::~LocalPlayer()
322 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
323 core::list<CollisionInfo> *collision_info)
325 v3f position = getPosition();
326 v3f oldpos = position;
327 v3s16 oldpos_i = floatToInt(oldpos, BS);
329 v3f old_speed = m_speed;
331 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
332 <<oldpos_i.Z<<")"<<std::endl;*/
335 Calculate new position
337 position += m_speed * dtime;
339 // Skip collision detection if a special movement mode is used
340 bool free_move = g_settings->getBool("free_move");
343 setPosition(position);
351 // Player position in nodes
352 v3s16 pos_i = floatToInt(position, BS);
355 Check if player is in water (the oscillating value)
358 // If in water, the threshold of coming out is at higher y
361 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
362 in_water = content_liquid(map.getNode(pp).getContent());
364 // If not in water, the threshold of going in is at lower y
367 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
368 in_water = content_liquid(map.getNode(pp).getContent());
371 catch(InvalidPositionException &e)
377 Check if player is in water (the stable value)
380 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
381 in_water_stable = content_liquid(map.getNode(pp).getContent());
383 catch(InvalidPositionException &e)
385 in_water_stable = false;
389 Check if player is climbing
393 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
394 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
395 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
396 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
398 catch(InvalidPositionException &e)
404 Collision uncertainty radius
405 Make it a bit larger than the maximum distance of movement
407 //f32 d = pos_max_d * 1.1;
408 // A fairly large value in here makes moving smoother
411 // This should always apply, otherwise there are glitches
412 assert(d > pos_max_d);
414 float player_radius = BS*0.35;
415 float player_height = BS*1.7;
417 // Maximum distance over border for sneaking
418 f32 sneak_max = BS*0.4;
421 If sneaking, player has larger collision radius to keep from
425 player_radius = sneak_max + d*1.1;*/
428 If sneaking, keep in range from the last walked node and don't
431 if(control.sneak && m_sneak_node_exists)
433 f32 maxd = 0.5*BS + sneak_max;
434 v3f lwn_f = intToFloat(m_sneak_node, BS);
435 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
436 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
438 f32 min_y = lwn_f.Y + 0.5*BS;
439 if(position.Y < min_y)
443 //v3f old_speed = m_speed;
450 // Report fall collision
451 if(old_speed.Y < m_speed.Y - 0.1)
454 info.t = COLLISION_FALL;
455 info.speed = m_speed.Y - old_speed.Y;
456 collision_info->push_back(info);
463 Calculate player collision box (new and old)
465 core::aabbox3d<f32> playerbox(
466 position.X - player_radius,
468 position.Z - player_radius,
469 position.X + player_radius,
470 position.Y + player_height,
471 position.Z + player_radius
473 core::aabbox3d<f32> playerbox_old(
474 oldpos.X - player_radius,
476 oldpos.Z - player_radius,
477 oldpos.X + player_radius,
478 oldpos.Y + player_height,
479 oldpos.Z + player_radius
483 If the player's feet touch the topside of any node, this is
486 Player is allowed to jump when this is true.
488 touching_ground = false;
490 /*std::cout<<"Checking collisions for ("
491 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
493 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
496 bool standing_on_unloaded = false;
499 Go through every node around the player
501 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
502 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
503 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
505 bool is_unloaded = false;
507 // Player collides into walkable nodes
508 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
511 catch(InvalidPositionException &e)
514 // Doing nothing here will block the player from
515 // walking over map borders
518 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
521 See if the player is touching ground.
523 Player touches ground if player's minimum Y is near node's
524 maximum Y and player's X-Z-area overlaps with the node's
527 Use 0.15*BS so that it is easier to get on a node.
530 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
531 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
532 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
533 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
534 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
535 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
537 touching_ground = true;
539 standing_on_unloaded = 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).getContent()) == false)
676 // And the node above it has to be nonwalkable
677 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == 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);
720 // Report fall collision
721 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
724 info.t = COLLISION_FALL;
725 info.speed = m_speed.Y - old_speed.Y;
726 collision_info->push_back(info);
731 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
733 move(dtime, map, pos_max_d, NULL);
736 void LocalPlayer::applyControl(float dtime)
742 f32 walk_acceleration = 4.0 * BS;
743 f32 walkspeed_max = 4.0 * BS;
745 setPitch(control.pitch);
748 v3f move_direction = v3f(0,0,1);
749 move_direction.rotateXZBy(getYaw());
751 v3f speed = v3f(0,0,0);
753 bool free_move = g_settings->getBool("free_move");
754 bool fast_move = g_settings->getBool("fast_move");
755 bool continuous_forward = g_settings->getBool("continuous_forward");
757 if(free_move || is_climbing)
759 v3f speed = getSpeed();
764 // Whether superspeed mode is used or not
765 bool superspeed = false;
767 // If free movement and fast movement, always move fast
768 if(free_move && fast_move)
771 // Auxiliary button 1 (E)
776 // In free movement mode, aux1 descends
777 v3f speed = getSpeed();
781 speed.Y = -walkspeed_max;
786 v3f speed = getSpeed();
792 // If not free movement but fast is allowed, aux1 is
799 if(continuous_forward)
800 speed += move_direction;
804 if(continuous_forward)
807 speed += move_direction;
811 speed -= move_direction;
815 speed += move_direction.crossProduct(v3f(0,1,0));
819 speed += move_direction.crossProduct(v3f(0,-1,0));
825 v3f speed = getSpeed();
829 speed.Y = walkspeed_max;
832 else if(touching_ground)
834 v3f speed = getSpeed();
836 NOTE: The d value in move() affects jump height by
837 raising the height at which the jump speed is kept
838 at its starting value
843 // Use the oscillating value for getting out of water
844 // (so that the player doesn't fly on the surface)
847 v3f speed = getSpeed();
854 v3f speed = getSpeed();
860 // The speed of the player (Y is ignored)
862 speed = speed.normalize() * walkspeed_max * 5.0;
863 else if(control.sneak)
864 speed = speed.normalize() * walkspeed_max / 3.0;
866 speed = speed.normalize() * walkspeed_max;
868 f32 inc = walk_acceleration * BS * dtime;
870 // Faster acceleration if fast and free movement
871 if(free_move && fast_move)
872 inc = walk_acceleration * BS * dtime * 10;
874 // Accelerate to target speed with maximum increment
875 accelerate(speed, inc);