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>
29 #include "mapnode_contentfeatures.h"
32 touching_ground(false),
34 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"); // Version field value not used
149 std::string name = args.get("name");
150 updateName(name.c_str());
151 setPitch(args.getFloat("pitch"));
152 setYaw(args.getFloat("yaw"));
153 setPosition(args.getV3F("position"));
155 craftresult_is_preview = args.getBool("craftresult_is_preview");
156 }catch(SettingNotFoundException &e){
157 craftresult_is_preview = true;
160 hp = args.getS32("hp");
161 }catch(SettingNotFoundException &e){
165 inventory.deSerialize(is);
172 /* ServerActiveObject interface */
174 InventoryItem* ServerRemotePlayer::getWieldedItem()
176 InventoryList *list = inventory.getList("main");
178 return list->getItem(m_selected_item);
181 void ServerRemotePlayer::damageWieldedItem(u16 amount)
183 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
185 InventoryList *list = inventory.getList("main");
188 InventoryItem *item = list->getItem(m_selected_item);
189 if(item && (std::string)item->getName() == "ToolItem"){
190 ToolItem *titem = (ToolItem*)item;
191 bool weared_out = titem->addWear(amount);
193 list->deleteItem(m_selected_item);
196 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
198 infostream<<"Adding "<<item->getName()<<" into "<<getName()
199 <<"'s inventory"<<std::endl;
201 InventoryList *ilist = inventory.getList("main");
205 // In creative mode, just delete the item
206 if(g_settings->getBool("creative_mode")){
210 // Skip if inventory has no free space
211 if(ilist->roomForItem(item) == false)
213 infostream<<"Player inventory has no free space"<<std::endl;
218 InventoryItem *leftover = ilist->addItem(item);
223 void ServerRemotePlayer::setHP(s16 hp_)
227 s16 ServerRemotePlayer::getHP()
238 RemotePlayer::RemotePlayer(
239 scene::ISceneNode* parent,
240 IrrlichtDevice *device,
242 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
245 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
247 if(parent != NULL && device != NULL)
249 // ISceneNode stores a member called SceneManager
250 scene::ISceneManager* mgr = SceneManager;
251 video::IVideoDriver* driver = mgr->getVideoDriver();
252 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
254 // Add a text node for showing the name
255 wchar_t wname[1] = {0};
256 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
257 wname, video::SColor(255,255,255,255), this);
258 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
260 // Attach a simple mesh to the player for showing an image
261 scene::SMesh *mesh = new scene::SMesh();
263 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
264 video::SColor c(255,255,255,255);
265 video::S3DVertex vertices[4] =
267 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
268 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
269 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
270 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
272 u16 indices[] = {0,1,2,2,3,0};
273 buf->append(vertices, 4, indices, 6);
275 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
276 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
277 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
278 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
279 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
280 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
281 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
283 mesh->addMeshBuffer(buf);
287 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
288 video::SColor c(255,255,255,255);
289 video::S3DVertex vertices[4] =
291 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
292 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
293 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
294 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
296 u16 indices[] = {0,1,2,2,3,0};
297 buf->append(vertices, 4, indices, 6);
299 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
300 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
301 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
302 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
303 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
304 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
306 mesh->addMeshBuffer(buf);
309 m_node = mgr->addMeshSceneNode(mesh, this);
311 m_node->setPosition(v3f(0,0,0));
315 RemotePlayer::~RemotePlayer()
317 if(SceneManager != NULL)
318 ISceneNode::remove();
321 void RemotePlayer::updateName(const char *name)
323 Player::updateName(name);
326 wchar_t wname[PLAYERNAME_SIZE];
327 mbstowcs(wname, m_name, strlen(m_name)+1);
328 m_text->setText(wname);
332 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
334 m_pos_animation_time_counter += dtime;
335 m_pos_animation_counter += dtime;
336 v3f movevector = m_position - m_oldpos;
338 if(m_pos_animation_time < 0.001)
341 moveratio = m_pos_animation_counter / m_pos_animation_time;
344 m_showpos = m_oldpos + movevector * moveratio;
346 ISceneNode::setPosition(m_showpos);
356 LocalPlayer::LocalPlayer():
357 m_sneak_node(32767,32767,32767),
358 m_sneak_node_exists(false)
360 // Initialize hp to 0, so that no hearts will be shown if server
361 // doesn't support health points
365 LocalPlayer::~LocalPlayer()
369 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
370 core::list<CollisionInfo> *collision_info)
372 v3f position = getPosition();
373 v3f oldpos = position;
374 v3s16 oldpos_i = floatToInt(oldpos, BS);
376 v3f old_speed = m_speed;
378 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
379 <<oldpos_i.Z<<")"<<std::endl;*/
382 Calculate new position
384 position += m_speed * dtime;
386 // Skip collision detection if a special movement mode is used
387 bool free_move = g_settings->getBool("free_move");
390 setPosition(position);
398 // Player position in nodes
399 v3s16 pos_i = floatToInt(position, BS);
402 Check if player is in water (the oscillating value)
405 // If in water, the threshold of coming out is at higher y
408 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
409 in_water = content_liquid(map.getNode(pp).getContent());
411 // If not in water, the threshold of going in is at lower y
414 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
415 in_water = content_liquid(map.getNode(pp).getContent());
418 catch(InvalidPositionException &e)
424 Check if player is in water (the stable value)
427 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
428 in_water_stable = content_liquid(map.getNode(pp).getContent());
430 catch(InvalidPositionException &e)
432 in_water_stable = false;
436 Check if player is climbing
440 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
441 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
442 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
443 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
445 catch(InvalidPositionException &e)
451 Collision uncertainty radius
452 Make it a bit larger than the maximum distance of movement
454 //f32 d = pos_max_d * 1.1;
455 // A fairly large value in here makes moving smoother
458 // This should always apply, otherwise there are glitches
459 assert(d > pos_max_d);
461 float player_radius = BS*0.35;
462 float player_height = BS*1.7;
464 // Maximum distance over border for sneaking
465 f32 sneak_max = BS*0.4;
468 If sneaking, player has larger collision radius to keep from
472 player_radius = sneak_max + d*1.1;*/
475 If sneaking, keep in range from the last walked node and don't
478 if(control.sneak && m_sneak_node_exists)
480 f32 maxd = 0.5*BS + sneak_max;
481 v3f lwn_f = intToFloat(m_sneak_node, BS);
482 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
483 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
485 f32 min_y = lwn_f.Y + 0.5*BS;
486 if(position.Y < min_y)
490 //v3f old_speed = m_speed;
497 // Report fall collision
498 if(old_speed.Y < m_speed.Y - 0.1)
501 info.t = COLLISION_FALL;
502 info.speed = m_speed.Y - old_speed.Y;
503 collision_info->push_back(info);
510 Calculate player collision box (new and old)
512 core::aabbox3d<f32> playerbox(
513 position.X - player_radius,
515 position.Z - player_radius,
516 position.X + player_radius,
517 position.Y + player_height,
518 position.Z + player_radius
520 core::aabbox3d<f32> playerbox_old(
521 oldpos.X - player_radius,
523 oldpos.Z - player_radius,
524 oldpos.X + player_radius,
525 oldpos.Y + player_height,
526 oldpos.Z + player_radius
530 If the player's feet touch the topside of any node, this is
533 Player is allowed to jump when this is true.
535 touching_ground = false;
537 /*std::cout<<"Checking collisions for ("
538 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
540 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
543 bool standing_on_unloaded = false;
546 Go through every node around the player
548 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
549 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
550 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
552 bool is_unloaded = false;
554 // Player collides into walkable nodes
555 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
558 catch(InvalidPositionException &e)
561 // Doing nothing here will block the player from
562 // walking over map borders
565 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
568 See if the player is touching ground.
570 Player touches ground if player's minimum Y is near node's
571 maximum Y and player's X-Z-area overlaps with the node's
574 Use 0.15*BS so that it is easier to get on a node.
577 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
578 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
579 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
580 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
581 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
582 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
584 touching_ground = true;
586 standing_on_unloaded = true;
589 // If player doesn't intersect with node, ignore node.
590 if(playerbox.intersectsWithBox(nodebox) == false)
594 Go through every axis
597 v3f(0,0,1), // back-front
598 v3f(0,1,0), // top-bottom
599 v3f(1,0,0), // right-left
601 for(u16 i=0; i<3; i++)
604 Calculate values along the axis
606 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
607 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
608 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
609 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
610 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
611 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
614 Check collision for the axis.
615 Collision happens when player is going through a surface.
619 // Make it easier to get on top of a node
622 bool negative_axis_collides =
623 (nodemax > playermin && nodemax <= playermin_old + neg_d
624 && m_speed.dotProduct(dirs[i]) < 0);
625 bool positive_axis_collides =
626 (nodemin < playermax && nodemin >= playermax_old - pos_d
627 && m_speed.dotProduct(dirs[i]) > 0);*/
628 bool negative_axis_collides =
629 (nodemax > playermin && nodemax <= playermin_old + d
630 && m_speed.dotProduct(dirs[i]) < 0);
631 bool positive_axis_collides =
632 (nodemin < playermax && nodemin >= playermax_old - d
633 && m_speed.dotProduct(dirs[i]) > 0);
634 bool main_axis_collides =
635 negative_axis_collides || positive_axis_collides;
638 Check overlap of player and node in other axes
640 bool other_axes_overlap = true;
641 for(u16 j=0; j<3; j++)
645 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
646 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
647 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
648 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
649 if(!(nodemax - d > playermin && nodemin + d < playermax))
651 other_axes_overlap = false;
657 If this is a collision, revert the position in the main
660 if(other_axes_overlap && main_axis_collides)
662 //v3f old_speed = m_speed;
664 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
665 position -= position.dotProduct(dirs[i]) * dirs[i];
666 position += oldpos.dotProduct(dirs[i]) * dirs[i];
670 // Report fall collision
671 if(old_speed.Y < m_speed.Y - 0.1)
674 info.t = COLLISION_FALL;
675 info.speed = m_speed.Y - old_speed.Y;
676 collision_info->push_back(info);
685 Check the nodes under the player to see from which node the
686 player is sneaking from, if any.
689 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
690 v2f player_p2df(position.X, position.Z);
691 f32 min_distance_f = 100000.0*BS;
692 // If already seeking from some node, compare to it.
693 /*if(m_sneak_node_exists)
695 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
696 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
697 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
698 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
699 // Ignore if player is not on the same level (likely dropped)
700 if(d_vert_f < 0.15*BS)
701 min_distance_f = d_horiz_f;
703 v3s16 new_sneak_node = m_sneak_node;
704 for(s16 x=-1; x<=1; x++)
705 for(s16 z=-1; z<=1; z++)
707 v3s16 p = pos_i_bottom + v3s16(x,0,z);
708 v3f pf = intToFloat(p, BS);
709 v2f node_p2df(pf.X, pf.Z);
710 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
711 f32 max_axis_distance_f = MYMAX(
712 fabs(player_p2df.X-node_p2df.X),
713 fabs(player_p2df.Y-node_p2df.Y));
715 if(distance_f > min_distance_f ||
716 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
720 // The node to be sneaked on has to be walkable
721 if(content_walkable(map.getNode(p).getContent()) == false)
723 // And the node above it has to be nonwalkable
724 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
727 catch(InvalidPositionException &e)
732 min_distance_f = distance_f;
736 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
738 if(control.sneak && m_sneak_node_exists)
741 m_sneak_node = new_sneak_node;
745 m_sneak_node = new_sneak_node;
746 m_sneak_node_exists = sneak_node_found;
750 If sneaking, the player's collision box can be in air, so
751 this has to be set explicitly
753 if(sneak_node_found && control.sneak)
754 touching_ground = true;
760 setPosition(position);
767 // Report fall collision
768 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
771 info.t = COLLISION_FALL;
772 info.speed = m_speed.Y - old_speed.Y;
773 collision_info->push_back(info);
778 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
780 move(dtime, map, pos_max_d, NULL);
783 void LocalPlayer::applyControl(float dtime)
789 f32 walk_acceleration = 4.0 * BS;
790 f32 walkspeed_max = 4.0 * BS;
792 setPitch(control.pitch);
795 v3f move_direction = v3f(0,0,1);
796 move_direction.rotateXZBy(getYaw());
798 v3f speed = v3f(0,0,0);
800 bool free_move = g_settings->getBool("free_move");
801 bool fast_move = g_settings->getBool("fast_move");
802 bool continuous_forward = g_settings->getBool("continuous_forward");
804 if(free_move || is_climbing)
806 v3f speed = getSpeed();
811 // Whether superspeed mode is used or not
812 bool superspeed = false;
814 // If free movement and fast movement, always move fast
815 if(free_move && fast_move)
818 // Auxiliary button 1 (E)
823 // In free movement mode, aux1 descends
824 v3f speed = getSpeed();
828 speed.Y = -walkspeed_max;
833 v3f speed = getSpeed();
839 // If not free movement but fast is allowed, aux1 is
846 if(continuous_forward)
847 speed += move_direction;
851 if(continuous_forward)
854 speed += move_direction;
858 speed -= move_direction;
862 speed += move_direction.crossProduct(v3f(0,1,0));
866 speed += move_direction.crossProduct(v3f(0,-1,0));
872 v3f speed = getSpeed();
876 speed.Y = walkspeed_max;
879 else if(touching_ground)
881 v3f speed = getSpeed();
883 NOTE: The d value in move() affects jump height by
884 raising the height at which the jump speed is kept
885 at its starting value
890 // Use the oscillating value for getting out of water
891 // (so that the player doesn't fly on the surface)
894 v3f speed = getSpeed();
901 v3f speed = getSpeed();
907 // The speed of the player (Y is ignored)
909 speed = speed.normalize() * walkspeed_max * 5.0;
910 else if(control.sneak)
911 speed = speed.normalize() * walkspeed_max / 3.0;
913 speed = speed.normalize() * walkspeed_max;
915 f32 inc = walk_acceleration * BS * dtime;
917 // Faster acceleration if fast and free movement
918 if(free_move && fast_move)
919 inc = walk_acceleration * BS * dtime * 10;
921 // Accelerate to target speed with maximum increment
922 accelerate(speed, inc);