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_sneak_node(32767,32767,32767),
264 m_sneak_node_exists(false)
268 LocalPlayer::~LocalPlayer()
272 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
274 v3f position = getPosition();
275 v3f oldpos = position;
276 v3s16 oldpos_i = floatToInt(oldpos);
278 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
279 <<oldpos_i.Z<<")"<<std::endl;*/
282 Calculate new position
284 position += m_speed * dtime;
286 // Skip collision detection if a special movement mode is used
287 bool free_move = g_settings.getBool("free_move");
290 setPosition(position);
298 // Player position in nodes
299 v3s16 pos_i = floatToInt(position);
302 Check if player is in water (the oscillating value)
305 // If in water, the threshold of coming out is at higher y
308 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
309 in_water = content_liquid(map.getNode(pp).d);
311 // If not in water, the threshold of going in is at lower y
314 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
315 in_water = content_liquid(map.getNode(pp).d);
318 catch(InvalidPositionException &e)
324 Check if player is in water (the stable value)
327 v3s16 pp = floatToInt(position + v3f(0,0,0));
328 in_water_stable = content_liquid(map.getNode(pp).d);
330 catch(InvalidPositionException &e)
332 in_water_stable = false;
336 Collision uncertainty radius
337 Make it a bit larger than the maximum distance of movement
339 //f32 d = pos_max_d * 1.1;
340 // A fairly large value in here makes moving smoother
343 // This should always apply, otherwise there are glitches
344 assert(d > pos_max_d);
346 float player_radius = BS*0.35;
347 float player_height = BS*1.7;
349 // Maximum distance over border for sneaking
350 f32 sneak_max = BS*0.4;
353 If sneaking, player has larger collision radius to keep from
357 player_radius = sneak_max + d*1.1;*/
360 If sneaking, keep in range from the last walked node and don't
363 if(control.sneak && m_sneak_node_exists)
365 f32 maxd = 0.5*BS + sneak_max;
366 v3f lwn_f = intToFloat(m_sneak_node);
367 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
368 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
370 f32 min_y = lwn_f.Y + 0.5*BS;
371 if(position.Y < min_y)
380 Calculate player collision box (new and old)
382 core::aabbox3d<f32> playerbox(
383 position.X - player_radius,
385 position.Z - player_radius,
386 position.X + player_radius,
387 position.Y + player_height,
388 position.Z + player_radius
390 core::aabbox3d<f32> playerbox_old(
391 oldpos.X - player_radius,
393 oldpos.Z - player_radius,
394 oldpos.X + player_radius,
395 oldpos.Y + player_height,
396 oldpos.Z + player_radius
400 If the player's feet touch the topside of any node, this is
403 Player is allowed to jump when this is true.
405 touching_ground = false;
407 /*std::cout<<"Checking collisions for ("
408 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
410 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
414 Go through every node around the player
416 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
417 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
418 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
421 // Player collides into walkable nodes
422 if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
425 catch(InvalidPositionException &e)
427 // Doing nothing here will block the player from
428 // walking over map borders
431 core::aabbox3d<f32> nodebox = Map::getNodeBox(
435 See if the player is touching ground.
437 Player touches ground if player's minimum Y is near node's
438 maximum Y and player's X-Z-area overlaps with the node's
441 Use 0.15*BS so that it is easier to get on a node.
444 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
445 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
446 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
447 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
448 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
449 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
451 touching_ground = true;
454 // If player doesn't intersect with node, ignore node.
455 if(playerbox.intersectsWithBox(nodebox) == false)
459 Go through every axis
462 v3f(0,0,1), // back-front
463 v3f(0,1,0), // top-bottom
464 v3f(1,0,0), // right-left
466 for(u16 i=0; i<3; i++)
469 Calculate values along the axis
471 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
472 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
473 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
474 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
475 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
476 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
479 Check collision for the axis.
480 Collision happens when player is going through a surface.
484 // Make it easier to get on top of a node
487 bool negative_axis_collides =
488 (nodemax > playermin && nodemax <= playermin_old + neg_d
489 && m_speed.dotProduct(dirs[i]) < 0);
490 bool positive_axis_collides =
491 (nodemin < playermax && nodemin >= playermax_old - pos_d
492 && m_speed.dotProduct(dirs[i]) > 0);*/
493 bool negative_axis_collides =
494 (nodemax > playermin && nodemax <= playermin_old + d
495 && m_speed.dotProduct(dirs[i]) < 0);
496 bool positive_axis_collides =
497 (nodemin < playermax && nodemin >= playermax_old - d
498 && m_speed.dotProduct(dirs[i]) > 0);
499 bool main_axis_collides =
500 negative_axis_collides || positive_axis_collides;
503 Check overlap of player and node in other axes
505 bool other_axes_overlap = true;
506 for(u16 j=0; j<3; j++)
510 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
511 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
512 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
513 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
514 if(!(nodemax - d > playermin && nodemin + d < playermax))
516 other_axes_overlap = false;
522 If this is a collision, revert the position in the main
525 if(other_axes_overlap && main_axis_collides)
527 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
528 position -= position.dotProduct(dirs[i]) * dirs[i];
529 position += oldpos.dotProduct(dirs[i]) * dirs[i];
536 Check the nodes under the player to see from which node the
537 player is sneaking from, if any.
540 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
541 v2f player_p2df(position.X, position.Z);
542 f32 min_distance_f = 100000.0*BS;
543 // If already seeking from some node, compare to it.
544 /*if(m_sneak_node_exists)
546 v3f sneaknode_pf = intToFloat(m_sneak_node);
547 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
548 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
549 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
550 // Ignore if player is not on the same level (likely dropped)
551 if(d_vert_f < 0.15*BS)
552 min_distance_f = d_horiz_f;
554 v3s16 new_sneak_node = m_sneak_node;
555 for(s16 x=-1; x<=1; x++)
556 for(s16 z=-1; z<=1; z++)
558 v3s16 p = pos_i_bottom + v3s16(x,0,z);
559 v3f pf = intToFloat(p);
560 v2f node_p2df(pf.X, pf.Z);
561 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
562 f32 max_axis_distance_f = MYMAX(
563 fabs(player_p2df.X-node_p2df.X),
564 fabs(player_p2df.Y-node_p2df.Y));
566 if(distance_f > min_distance_f ||
567 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
571 // The node to be sneaked on has to be walkable
572 if(content_walkable(map.getNode(p).d) == false)
574 // And the node above it has to be nonwalkable
575 if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
578 catch(InvalidPositionException &e)
583 min_distance_f = distance_f;
587 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
589 if(control.sneak && m_sneak_node_exists)
592 m_sneak_node = new_sneak_node;
596 m_sneak_node = new_sneak_node;
597 m_sneak_node_exists = sneak_node_found;
601 If sneaking, the player's collision box can be in air, so
602 this has to be set explicitly
604 if(sneak_node_found && control.sneak)
605 touching_ground = true;
611 setPosition(position);
614 void LocalPlayer::applyControl(float dtime)
620 f32 walk_acceleration = 4.0 * BS;
621 f32 walkspeed_max = 4.0 * BS;
623 setPitch(control.pitch);
626 v3f move_direction = v3f(0,0,1);
627 move_direction.rotateXZBy(getYaw());
629 v3f speed = v3f(0,0,0);
631 bool free_move = g_settings.getBool("free_move");
632 bool fast_move = g_settings.getBool("fast_move");
633 bool continuous_forward = g_settings.getBool("continuous_forward");
637 v3f speed = getSpeed();
642 // Whether superspeed mode is used or not
643 bool superspeed = false;
645 // If free movement and fast movement, always move fast
646 if(free_move && fast_move)
649 // Auxiliary button 1 (E)
654 // In free movement mode, aux1 descends
655 v3f speed = getSpeed();
659 speed.Y = -walkspeed_max;
664 // If not free movement but fast is allowed, aux1 is
671 if(continuous_forward)
672 speed += move_direction;
676 if(continuous_forward)
679 speed += move_direction;
683 speed -= move_direction;
687 speed += move_direction.crossProduct(v3f(0,1,0));
691 speed += move_direction.crossProduct(v3f(0,-1,0));
697 v3f speed = getSpeed();
701 speed.Y = walkspeed_max;
704 else if(touching_ground)
706 v3f speed = getSpeed();
708 NOTE: The d value in move() affects jump height by
709 raising the height at which the jump speed is kept
710 at its starting value
715 // Use the oscillating value for getting out of water
716 // (so that the player doesn't fly on the surface)
719 v3f speed = getSpeed();
726 // The speed of the player (Y is ignored)
728 speed = speed.normalize() * walkspeed_max * 5.0;
729 else if(control.sneak)
730 speed = speed.normalize() * walkspeed_max / 3.0;
732 speed = speed.normalize() * walkspeed_max;
734 f32 inc = walk_acceleration * BS * dtime;
736 // Faster acceleration if fast and free movement
737 if(free_move && fast_move)
738 inc = walk_acceleration * BS * dtime * 10;
740 // Accelerate to target speed with maximum increment
741 accelerate(speed, inc);