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
30 #include "mapnode_contentfeatures.h"
33 touching_ground(false),
35 in_water_stable(false),
38 inventory_backup(NULL),
39 craftresult_is_preview(true),
41 peer_id(PEER_ID_INEXISTENT),
48 updateName("<not set>");
54 delete inventory_backup;
57 void Player::wieldItem(u16 item)
59 m_selected_item = item;
62 void Player::resetInventory()
65 inventory.addList("main", PLAYER_INVENTORY_SIZE);
66 inventory.addList("craft", 9);
67 inventory.addList("craftresult", 1);
70 // Y direction is ignored
71 void Player::accelerate(v3f target_speed, f32 max_increase)
73 v3f d_wanted = target_speed - m_speed;
75 f32 dl_wanted = d_wanted.getLength();
80 v3f d = d_wanted.normalize() * dl;
87 if(m_speed.X < target_speed.X - max_increase)
88 m_speed.X += max_increase;
89 else if(m_speed.X > target_speed.X + max_increase)
90 m_speed.X -= max_increase;
91 else if(m_speed.X < target_speed.X)
92 m_speed.X = target_speed.X;
93 else if(m_speed.X > target_speed.X)
94 m_speed.X = target_speed.X;
96 if(m_speed.Z < target_speed.Z - max_increase)
97 m_speed.Z += max_increase;
98 else if(m_speed.Z > target_speed.Z + max_increase)
99 m_speed.Z -= max_increase;
100 else if(m_speed.Z < target_speed.Z)
101 m_speed.Z = target_speed.Z;
102 else if(m_speed.Z > target_speed.Z)
103 m_speed.Z = target_speed.Z;
107 void Player::serialize(std::ostream &os)
109 // Utilize a Settings object for storing values
111 args.setS32("version", 1);
112 args.set("name", m_name);
113 //args.set("password", m_password);
114 args.setFloat("pitch", m_pitch);
115 args.setFloat("yaw", m_yaw);
116 args.setV3F("position", m_position);
117 args.setBool("craftresult_is_preview", craftresult_is_preview);
118 args.setS32("hp", hp);
122 os<<"PlayerArgsEnd\n";
124 // If actual inventory is backed up due to creative mode, save it
125 // instead of the dummy creative mode inventory
127 inventory_backup->serialize(os);
129 inventory.serialize(os);
132 void Player::deSerialize(std::istream &is, IGameDef *gamedef)
139 throw SerializationError
140 ("Player::deSerialize(): PlayerArgsEnd not found");
142 std::getline(is, line);
143 std::string trimmedline = trim(line);
144 if(trimmedline == "PlayerArgsEnd")
146 args.parseConfigLine(line);
149 //args.getS32("version"); // Version field value not used
150 std::string name = args.get("name");
151 updateName(name.c_str());
152 setPitch(args.getFloat("pitch"));
153 setYaw(args.getFloat("yaw"));
154 setPosition(args.getV3F("position"));
156 craftresult_is_preview = args.getBool("craftresult_is_preview");
157 }catch(SettingNotFoundException &e){
158 craftresult_is_preview = true;
161 hp = args.getS32("hp");
162 }catch(SettingNotFoundException &e){
166 inventory.deSerialize(is, gamedef);
173 /* ServerActiveObject interface */
175 InventoryItem* ServerRemotePlayer::getWieldedItem()
177 InventoryList *list = inventory.getList("main");
179 return list->getItem(m_selected_item);
182 void ServerRemotePlayer::damageWieldedItem(u16 amount)
184 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
186 InventoryList *list = inventory.getList("main");
189 InventoryItem *item = list->getItem(m_selected_item);
190 if(item && (std::string)item->getName() == "ToolItem"){
191 ToolItem *titem = (ToolItem*)item;
192 bool weared_out = titem->addWear(amount);
194 list->deleteItem(m_selected_item);
197 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
199 infostream<<"Adding "<<item->getName()<<" into "<<getName()
200 <<"'s inventory"<<std::endl;
202 InventoryList *ilist = inventory.getList("main");
206 // In creative mode, just delete the item
207 if(g_settings->getBool("creative_mode")){
211 // Skip if inventory has no free space
212 if(ilist->roomForItem(item) == false)
214 infostream<<"Player inventory has no free space"<<std::endl;
219 InventoryItem *leftover = ilist->addItem(item);
224 void ServerRemotePlayer::setHP(s16 hp_)
228 s16 ServerRemotePlayer::getHP()
239 RemotePlayer::RemotePlayer(
240 scene::ISceneNode* parent,
241 IrrlichtDevice *device,
243 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
246 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
248 if(parent != NULL && device != NULL)
250 // ISceneNode stores a member called SceneManager
251 scene::ISceneManager* mgr = SceneManager;
252 video::IVideoDriver* driver = mgr->getVideoDriver();
253 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
255 // Add a text node for showing the name
256 wchar_t wname[1] = {0};
257 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
258 wname, video::SColor(255,255,255,255), this);
259 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
261 // Attach a simple mesh to the player for showing an image
262 scene::SMesh *mesh = new scene::SMesh();
264 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
265 video::SColor c(255,255,255,255);
266 video::S3DVertex vertices[4] =
268 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
269 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
270 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
271 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
273 u16 indices[] = {0,1,2,2,3,0};
274 buf->append(vertices, 4, indices, 6);
276 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
277 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
278 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
279 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
280 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
281 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
282 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
284 mesh->addMeshBuffer(buf);
288 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
289 video::SColor c(255,255,255,255);
290 video::S3DVertex vertices[4] =
292 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
293 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
294 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
295 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
297 u16 indices[] = {0,1,2,2,3,0};
298 buf->append(vertices, 4, indices, 6);
300 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
301 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
302 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
303 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
304 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
305 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
307 mesh->addMeshBuffer(buf);
310 m_node = mgr->addMeshSceneNode(mesh, this);
312 m_node->setPosition(v3f(0,0,0));
316 RemotePlayer::~RemotePlayer()
318 if(SceneManager != NULL)
319 ISceneNode::remove();
322 void RemotePlayer::updateName(const char *name)
324 Player::updateName(name);
327 wchar_t wname[PLAYERNAME_SIZE];
328 mbstowcs(wname, m_name, strlen(m_name)+1);
329 m_text->setText(wname);
333 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
335 m_pos_animation_time_counter += dtime;
336 m_pos_animation_counter += dtime;
337 v3f movevector = m_position - m_oldpos;
339 if(m_pos_animation_time < 0.001)
342 moveratio = m_pos_animation_counter / m_pos_animation_time;
345 m_showpos = m_oldpos + movevector * moveratio;
347 ISceneNode::setPosition(m_showpos);
357 LocalPlayer::LocalPlayer():
358 m_sneak_node(32767,32767,32767),
359 m_sneak_node_exists(false)
361 // Initialize hp to 0, so that no hearts will be shown if server
362 // doesn't support health points
366 LocalPlayer::~LocalPlayer()
370 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
371 core::list<CollisionInfo> *collision_info)
373 v3f position = getPosition();
374 v3f oldpos = position;
375 v3s16 oldpos_i = floatToInt(oldpos, BS);
377 v3f old_speed = m_speed;
379 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
380 <<oldpos_i.Z<<")"<<std::endl;*/
383 Calculate new position
385 position += m_speed * dtime;
387 // Skip collision detection if a special movement mode is used
388 bool free_move = g_settings->getBool("free_move");
391 setPosition(position);
399 // Player position in nodes
400 v3s16 pos_i = floatToInt(position, BS);
403 Check if player is in water (the oscillating value)
406 // If in water, the threshold of coming out is at higher y
409 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
410 in_water = content_liquid(map.getNode(pp).getContent());
412 // If not in water, the threshold of going in is at lower y
415 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
416 in_water = content_liquid(map.getNode(pp).getContent());
419 catch(InvalidPositionException &e)
425 Check if player is in water (the stable value)
428 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
429 in_water_stable = content_liquid(map.getNode(pp).getContent());
431 catch(InvalidPositionException &e)
433 in_water_stable = false;
437 Check if player is climbing
441 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
442 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
443 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
444 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
446 catch(InvalidPositionException &e)
452 Collision uncertainty radius
453 Make it a bit larger than the maximum distance of movement
455 //f32 d = pos_max_d * 1.1;
456 // A fairly large value in here makes moving smoother
459 // This should always apply, otherwise there are glitches
460 assert(d > pos_max_d);
462 float player_radius = BS*0.35;
463 float player_height = BS*1.7;
465 // Maximum distance over border for sneaking
466 f32 sneak_max = BS*0.4;
469 If sneaking, player has larger collision radius to keep from
473 player_radius = sneak_max + d*1.1;*/
476 If sneaking, keep in range from the last walked node and don't
479 if(control.sneak && m_sneak_node_exists)
481 f32 maxd = 0.5*BS + sneak_max;
482 v3f lwn_f = intToFloat(m_sneak_node, BS);
483 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
484 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
486 f32 min_y = lwn_f.Y + 0.5*BS;
487 if(position.Y < min_y)
491 //v3f old_speed = m_speed;
498 // Report fall collision
499 if(old_speed.Y < m_speed.Y - 0.1)
502 info.t = COLLISION_FALL;
503 info.speed = m_speed.Y - old_speed.Y;
504 collision_info->push_back(info);
511 Calculate player collision box (new and old)
513 core::aabbox3d<f32> playerbox(
514 position.X - player_radius,
516 position.Z - player_radius,
517 position.X + player_radius,
518 position.Y + player_height,
519 position.Z + player_radius
521 core::aabbox3d<f32> playerbox_old(
522 oldpos.X - player_radius,
524 oldpos.Z - player_radius,
525 oldpos.X + player_radius,
526 oldpos.Y + player_height,
527 oldpos.Z + player_radius
531 If the player's feet touch the topside of any node, this is
534 Player is allowed to jump when this is true.
536 touching_ground = false;
538 /*std::cout<<"Checking collisions for ("
539 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
541 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
544 bool standing_on_unloaded = false;
547 Go through every node around the player
549 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
550 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
551 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
553 bool is_unloaded = false;
555 // Player collides into walkable nodes
556 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
559 catch(InvalidPositionException &e)
562 // Doing nothing here will block the player from
563 // walking over map borders
566 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
569 See if the player is touching ground.
571 Player touches ground if player's minimum Y is near node's
572 maximum Y and player's X-Z-area overlaps with the node's
575 Use 0.15*BS so that it is easier to get on a node.
578 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
579 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
580 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
581 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
582 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
583 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
585 touching_ground = true;
587 standing_on_unloaded = true;
590 // If player doesn't intersect with node, ignore node.
591 if(playerbox.intersectsWithBox(nodebox) == false)
595 Go through every axis
598 v3f(0,0,1), // back-front
599 v3f(0,1,0), // top-bottom
600 v3f(1,0,0), // right-left
602 for(u16 i=0; i<3; i++)
605 Calculate values along the axis
607 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
608 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
609 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
610 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
611 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
612 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
615 Check collision for the axis.
616 Collision happens when player is going through a surface.
620 // Make it easier to get on top of a node
623 bool negative_axis_collides =
624 (nodemax > playermin && nodemax <= playermin_old + neg_d
625 && m_speed.dotProduct(dirs[i]) < 0);
626 bool positive_axis_collides =
627 (nodemin < playermax && nodemin >= playermax_old - pos_d
628 && m_speed.dotProduct(dirs[i]) > 0);*/
629 bool negative_axis_collides =
630 (nodemax > playermin && nodemax <= playermin_old + d
631 && m_speed.dotProduct(dirs[i]) < 0);
632 bool positive_axis_collides =
633 (nodemin < playermax && nodemin >= playermax_old - d
634 && m_speed.dotProduct(dirs[i]) > 0);
635 bool main_axis_collides =
636 negative_axis_collides || positive_axis_collides;
639 Check overlap of player and node in other axes
641 bool other_axes_overlap = true;
642 for(u16 j=0; j<3; j++)
646 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
647 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
648 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
649 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
650 if(!(nodemax - d > playermin && nodemin + d < playermax))
652 other_axes_overlap = false;
658 If this is a collision, revert the position in the main
661 if(other_axes_overlap && main_axis_collides)
663 //v3f old_speed = m_speed;
665 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
666 position -= position.dotProduct(dirs[i]) * dirs[i];
667 position += oldpos.dotProduct(dirs[i]) * dirs[i];
671 // Report fall collision
672 if(old_speed.Y < m_speed.Y - 0.1)
675 info.t = COLLISION_FALL;
676 info.speed = m_speed.Y - old_speed.Y;
677 collision_info->push_back(info);
686 Check the nodes under the player to see from which node the
687 player is sneaking from, if any.
690 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
691 v2f player_p2df(position.X, position.Z);
692 f32 min_distance_f = 100000.0*BS;
693 // If already seeking from some node, compare to it.
694 /*if(m_sneak_node_exists)
696 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
697 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
698 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
699 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
700 // Ignore if player is not on the same level (likely dropped)
701 if(d_vert_f < 0.15*BS)
702 min_distance_f = d_horiz_f;
704 v3s16 new_sneak_node = m_sneak_node;
705 for(s16 x=-1; x<=1; x++)
706 for(s16 z=-1; z<=1; z++)
708 v3s16 p = pos_i_bottom + v3s16(x,0,z);
709 v3f pf = intToFloat(p, BS);
710 v2f node_p2df(pf.X, pf.Z);
711 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
712 f32 max_axis_distance_f = MYMAX(
713 fabs(player_p2df.X-node_p2df.X),
714 fabs(player_p2df.Y-node_p2df.Y));
716 if(distance_f > min_distance_f ||
717 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
721 // The node to be sneaked on has to be walkable
722 if(content_walkable(map.getNode(p).getContent()) == false)
724 // And the node above it has to be nonwalkable
725 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
728 catch(InvalidPositionException &e)
733 min_distance_f = distance_f;
737 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
739 if(control.sneak && m_sneak_node_exists)
742 m_sneak_node = new_sneak_node;
746 m_sneak_node = new_sneak_node;
747 m_sneak_node_exists = sneak_node_found;
751 If sneaking, the player's collision box can be in air, so
752 this has to be set explicitly
754 if(sneak_node_found && control.sneak)
755 touching_ground = true;
761 setPosition(position);
768 // Report fall collision
769 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
772 info.t = COLLISION_FALL;
773 info.speed = m_speed.Y - old_speed.Y;
774 collision_info->push_back(info);
779 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
781 move(dtime, map, pos_max_d, NULL);
784 void LocalPlayer::applyControl(float dtime)
790 f32 walk_acceleration = 4.0 * BS;
791 f32 walkspeed_max = 4.0 * BS;
793 setPitch(control.pitch);
796 v3f move_direction = v3f(0,0,1);
797 move_direction.rotateXZBy(getYaw());
799 v3f speed = v3f(0,0,0);
801 bool free_move = g_settings->getBool("free_move");
802 bool fast_move = g_settings->getBool("fast_move");
803 bool continuous_forward = g_settings->getBool("continuous_forward");
805 if(free_move || is_climbing)
807 v3f speed = getSpeed();
812 // Whether superspeed mode is used or not
813 bool superspeed = false;
815 // If free movement and fast movement, always move fast
816 if(free_move && fast_move)
819 // Auxiliary button 1 (E)
824 // In free movement mode, aux1 descends
825 v3f speed = getSpeed();
829 speed.Y = -walkspeed_max;
834 v3f speed = getSpeed();
840 // If not free movement but fast is allowed, aux1 is
847 if(continuous_forward)
848 speed += move_direction;
852 if(continuous_forward)
855 speed += move_direction;
859 speed -= move_direction;
863 speed += move_direction.crossProduct(v3f(0,1,0));
867 speed += move_direction.crossProduct(v3f(0,-1,0));
873 v3f speed = getSpeed();
877 speed.Y = walkspeed_max;
880 else if(touching_ground)
882 v3f speed = getSpeed();
884 NOTE: The d value in move() affects jump height by
885 raising the height at which the jump speed is kept
886 at its starting value
891 // Use the oscillating value for getting out of water
892 // (so that the player doesn't fly on the surface)
895 v3f speed = getSpeed();
902 v3f speed = getSpeed();
908 // The speed of the player (Y is ignored)
910 speed = speed.normalize() * walkspeed_max * 5.0;
911 else if(control.sneak)
912 speed = speed.normalize() * walkspeed_max / 3.0;
914 speed = speed.normalize() * walkspeed_max;
916 f32 inc = walk_acceleration * BS * dtime;
918 // Faster acceleration if fast and free movement
919 if(free_move && fast_move)
920 inc = walk_acceleration * BS * dtime * 10;
922 // Accelerate to target speed with maximum increment
923 accelerate(speed, inc);