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"); // Version field value not used
148 std::string name = args.get("name");
149 updateName(name.c_str());
150 setPitch(args.getFloat("pitch"));
151 setYaw(args.getFloat("yaw"));
152 setPosition(args.getV3F("position"));
154 craftresult_is_preview = args.getBool("craftresult_is_preview");
155 }catch(SettingNotFoundException &e){
156 craftresult_is_preview = true;
159 hp = args.getS32("hp");
160 }catch(SettingNotFoundException &e){
164 inventory.deSerialize(is);
171 /* ServerActiveObject interface */
173 InventoryItem* ServerRemotePlayer::getWieldedItem()
175 InventoryList *list = inventory.getList("main");
177 return list->getItem(m_selected_item);
180 void ServerRemotePlayer::damageWieldedItem(u16 amount)
182 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
184 InventoryList *list = inventory.getList("main");
187 InventoryItem *item = list->getItem(m_selected_item);
188 if(item && (std::string)item->getName() == "ToolItem"){
189 ToolItem *titem = (ToolItem*)item;
190 bool weared_out = titem->addWear(amount);
192 list->deleteItem(m_selected_item);
195 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
197 infostream<<"Adding "<<item->getName()<<" into "<<getName()
198 <<"'s inventory"<<std::endl;
200 InventoryList *ilist = inventory.getList("main");
204 // In creative mode, just delete the item
205 if(g_settings->getBool("creative_mode")){
209 // Skip if inventory has no free space
210 if(ilist->roomForItem(item) == false)
212 infostream<<"Player inventory has no free space"<<std::endl;
217 InventoryItem *leftover = ilist->addItem(item);
222 void ServerRemotePlayer::setHP(s16 hp_)
226 s16 ServerRemotePlayer::getHP()
237 RemotePlayer::RemotePlayer(
238 scene::ISceneNode* parent,
239 IrrlichtDevice *device,
241 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
244 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
246 if(parent != NULL && device != NULL)
248 // ISceneNode stores a member called SceneManager
249 scene::ISceneManager* mgr = SceneManager;
250 video::IVideoDriver* driver = mgr->getVideoDriver();
251 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
253 // Add a text node for showing the name
254 wchar_t wname[1] = {0};
255 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
256 wname, video::SColor(255,255,255,255), this);
257 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
259 // Attach a simple mesh to the player for showing an image
260 scene::SMesh *mesh = new scene::SMesh();
262 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
263 video::SColor c(255,255,255,255);
264 video::S3DVertex vertices[4] =
266 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
267 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
268 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
269 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
271 u16 indices[] = {0,1,2,2,3,0};
272 buf->append(vertices, 4, indices, 6);
274 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
275 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
276 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
277 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
278 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
279 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
280 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
282 mesh->addMeshBuffer(buf);
286 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
287 video::SColor c(255,255,255,255);
288 video::S3DVertex vertices[4] =
290 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
291 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
292 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
293 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
295 u16 indices[] = {0,1,2,2,3,0};
296 buf->append(vertices, 4, indices, 6);
298 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
299 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
300 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
301 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
302 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
303 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
305 mesh->addMeshBuffer(buf);
308 m_node = mgr->addMeshSceneNode(mesh, this);
310 m_node->setPosition(v3f(0,0,0));
314 RemotePlayer::~RemotePlayer()
316 if(SceneManager != NULL)
317 ISceneNode::remove();
320 void RemotePlayer::updateName(const char *name)
322 Player::updateName(name);
325 wchar_t wname[PLAYERNAME_SIZE];
326 mbstowcs(wname, m_name, strlen(m_name)+1);
327 m_text->setText(wname);
331 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
333 m_pos_animation_time_counter += dtime;
334 m_pos_animation_counter += dtime;
335 v3f movevector = m_position - m_oldpos;
337 if(m_pos_animation_time < 0.001)
340 moveratio = m_pos_animation_counter / m_pos_animation_time;
343 m_showpos = m_oldpos + movevector * moveratio;
345 ISceneNode::setPosition(m_showpos);
355 LocalPlayer::LocalPlayer():
356 m_sneak_node(32767,32767,32767),
357 m_sneak_node_exists(false)
359 // Initialize hp to 0, so that no hearts will be shown if server
360 // doesn't support health points
364 LocalPlayer::~LocalPlayer()
368 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
369 core::list<CollisionInfo> *collision_info)
371 v3f position = getPosition();
372 v3f oldpos = position;
373 v3s16 oldpos_i = floatToInt(oldpos, BS);
375 v3f old_speed = m_speed;
377 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
378 <<oldpos_i.Z<<")"<<std::endl;*/
381 Calculate new position
383 position += m_speed * dtime;
385 // Skip collision detection if a special movement mode is used
386 bool free_move = g_settings->getBool("free_move");
389 setPosition(position);
397 // Player position in nodes
398 v3s16 pos_i = floatToInt(position, BS);
401 Check if player is in water (the oscillating value)
404 // If in water, the threshold of coming out is at higher y
407 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
408 in_water = content_liquid(map.getNode(pp).getContent());
410 // If not in water, the threshold of going in is at lower y
413 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
414 in_water = content_liquid(map.getNode(pp).getContent());
417 catch(InvalidPositionException &e)
423 Check if player is in water (the stable value)
426 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
427 in_water_stable = content_liquid(map.getNode(pp).getContent());
429 catch(InvalidPositionException &e)
431 in_water_stable = false;
435 Check if player is climbing
439 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
440 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
441 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
442 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
444 catch(InvalidPositionException &e)
450 Collision uncertainty radius
451 Make it a bit larger than the maximum distance of movement
453 //f32 d = pos_max_d * 1.1;
454 // A fairly large value in here makes moving smoother
457 // This should always apply, otherwise there are glitches
458 assert(d > pos_max_d);
460 float player_radius = BS*0.35;
461 float player_height = BS*1.7;
463 // Maximum distance over border for sneaking
464 f32 sneak_max = BS*0.4;
467 If sneaking, player has larger collision radius to keep from
471 player_radius = sneak_max + d*1.1;*/
474 If sneaking, keep in range from the last walked node and don't
477 if(control.sneak && m_sneak_node_exists)
479 f32 maxd = 0.5*BS + sneak_max;
480 v3f lwn_f = intToFloat(m_sneak_node, BS);
481 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
482 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
484 f32 min_y = lwn_f.Y + 0.5*BS;
485 if(position.Y < min_y)
489 //v3f old_speed = m_speed;
496 // Report fall collision
497 if(old_speed.Y < m_speed.Y - 0.1)
500 info.t = COLLISION_FALL;
501 info.speed = m_speed.Y - old_speed.Y;
502 collision_info->push_back(info);
509 Calculate player collision box (new and old)
511 core::aabbox3d<f32> playerbox(
512 position.X - player_radius,
514 position.Z - player_radius,
515 position.X + player_radius,
516 position.Y + player_height,
517 position.Z + player_radius
519 core::aabbox3d<f32> playerbox_old(
520 oldpos.X - player_radius,
522 oldpos.Z - player_radius,
523 oldpos.X + player_radius,
524 oldpos.Y + player_height,
525 oldpos.Z + player_radius
529 If the player's feet touch the topside of any node, this is
532 Player is allowed to jump when this is true.
534 touching_ground = false;
536 /*std::cout<<"Checking collisions for ("
537 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
539 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
542 bool standing_on_unloaded = false;
545 Go through every node around the player
547 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
548 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
549 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
551 bool is_unloaded = false;
553 // Player collides into walkable nodes
554 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
557 catch(InvalidPositionException &e)
560 // Doing nothing here will block the player from
561 // walking over map borders
564 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
567 See if the player is touching ground.
569 Player touches ground if player's minimum Y is near node's
570 maximum Y and player's X-Z-area overlaps with the node's
573 Use 0.15*BS so that it is easier to get on a node.
576 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
577 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
578 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
579 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
580 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
581 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
583 touching_ground = true;
585 standing_on_unloaded = true;
588 // If player doesn't intersect with node, ignore node.
589 if(playerbox.intersectsWithBox(nodebox) == false)
593 Go through every axis
596 v3f(0,0,1), // back-front
597 v3f(0,1,0), // top-bottom
598 v3f(1,0,0), // right-left
600 for(u16 i=0; i<3; i++)
603 Calculate values along the axis
605 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
606 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
607 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
608 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
609 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
610 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
613 Check collision for the axis.
614 Collision happens when player is going through a surface.
618 // Make it easier to get on top of a node
621 bool negative_axis_collides =
622 (nodemax > playermin && nodemax <= playermin_old + neg_d
623 && m_speed.dotProduct(dirs[i]) < 0);
624 bool positive_axis_collides =
625 (nodemin < playermax && nodemin >= playermax_old - pos_d
626 && m_speed.dotProduct(dirs[i]) > 0);*/
627 bool negative_axis_collides =
628 (nodemax > playermin && nodemax <= playermin_old + d
629 && m_speed.dotProduct(dirs[i]) < 0);
630 bool positive_axis_collides =
631 (nodemin < playermax && nodemin >= playermax_old - d
632 && m_speed.dotProduct(dirs[i]) > 0);
633 bool main_axis_collides =
634 negative_axis_collides || positive_axis_collides;
637 Check overlap of player and node in other axes
639 bool other_axes_overlap = true;
640 for(u16 j=0; j<3; j++)
644 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
645 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
646 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
647 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
648 if(!(nodemax - d > playermin && nodemin + d < playermax))
650 other_axes_overlap = false;
656 If this is a collision, revert the position in the main
659 if(other_axes_overlap && main_axis_collides)
661 //v3f old_speed = m_speed;
663 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
664 position -= position.dotProduct(dirs[i]) * dirs[i];
665 position += oldpos.dotProduct(dirs[i]) * dirs[i];
669 // Report fall collision
670 if(old_speed.Y < m_speed.Y - 0.1)
673 info.t = COLLISION_FALL;
674 info.speed = m_speed.Y - old_speed.Y;
675 collision_info->push_back(info);
684 Check the nodes under the player to see from which node the
685 player is sneaking from, if any.
688 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
689 v2f player_p2df(position.X, position.Z);
690 f32 min_distance_f = 100000.0*BS;
691 // If already seeking from some node, compare to it.
692 /*if(m_sneak_node_exists)
694 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
695 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
696 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
697 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
698 // Ignore if player is not on the same level (likely dropped)
699 if(d_vert_f < 0.15*BS)
700 min_distance_f = d_horiz_f;
702 v3s16 new_sneak_node = m_sneak_node;
703 for(s16 x=-1; x<=1; x++)
704 for(s16 z=-1; z<=1; z++)
706 v3s16 p = pos_i_bottom + v3s16(x,0,z);
707 v3f pf = intToFloat(p, BS);
708 v2f node_p2df(pf.X, pf.Z);
709 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
710 f32 max_axis_distance_f = MYMAX(
711 fabs(player_p2df.X-node_p2df.X),
712 fabs(player_p2df.Y-node_p2df.Y));
714 if(distance_f > min_distance_f ||
715 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
719 // The node to be sneaked on has to be walkable
720 if(content_walkable(map.getNode(p).getContent()) == false)
722 // And the node above it has to be nonwalkable
723 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
726 catch(InvalidPositionException &e)
731 min_distance_f = distance_f;
735 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
737 if(control.sneak && m_sneak_node_exists)
740 m_sneak_node = new_sneak_node;
744 m_sneak_node = new_sneak_node;
745 m_sneak_node_exists = sneak_node_found;
749 If sneaking, the player's collision box can be in air, so
750 this has to be set explicitly
752 if(sneak_node_found && control.sneak)
753 touching_ground = true;
759 setPosition(position);
766 // Report fall collision
767 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
770 info.t = COLLISION_FALL;
771 info.speed = m_speed.Y - old_speed.Y;
772 collision_info->push_back(info);
777 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
779 move(dtime, map, pos_max_d, NULL);
782 void LocalPlayer::applyControl(float dtime)
788 f32 walk_acceleration = 4.0 * BS;
789 f32 walkspeed_max = 4.0 * BS;
791 setPitch(control.pitch);
794 v3f move_direction = v3f(0,0,1);
795 move_direction.rotateXZBy(getYaw());
797 v3f speed = v3f(0,0,0);
799 bool free_move = g_settings->getBool("free_move");
800 bool fast_move = g_settings->getBool("fast_move");
801 bool continuous_forward = g_settings->getBool("continuous_forward");
803 if(free_move || is_climbing)
805 v3f speed = getSpeed();
810 // Whether superspeed mode is used or not
811 bool superspeed = false;
813 // If free movement and fast movement, always move fast
814 if(free_move && fast_move)
817 // Auxiliary button 1 (E)
822 // In free movement mode, aux1 descends
823 v3f speed = getSpeed();
827 speed.Y = -walkspeed_max;
832 v3f speed = getSpeed();
838 // If not free movement but fast is allowed, aux1 is
845 if(continuous_forward)
846 speed += move_direction;
850 if(continuous_forward)
853 speed += move_direction;
857 speed -= move_direction;
861 speed += move_direction.crossProduct(v3f(0,1,0));
865 speed += move_direction.crossProduct(v3f(0,-1,0));
871 v3f speed = getSpeed();
875 speed.Y = walkspeed_max;
878 else if(touching_ground)
880 v3f speed = getSpeed();
882 NOTE: The d value in move() affects jump height by
883 raising the height at which the jump speed is kept
884 at its starting value
889 // Use the oscillating value for getting out of water
890 // (so that the player doesn't fly on the surface)
893 v3f speed = getSpeed();
900 v3f speed = getSpeed();
906 // The speed of the player (Y is ignored)
908 speed = speed.normalize() * walkspeed_max * 5.0;
909 else if(control.sneak)
910 speed = speed.normalize() * walkspeed_max / 3.0;
912 speed = speed.normalize() * walkspeed_max;
914 f32 inc = walk_acceleration * BS * dtime;
916 // Faster acceleration if fast and free movement
917 if(free_move && fast_move)
918 inc = walk_acceleration * BS * dtime * 10;
920 // Accelerate to target speed with maximum increment
921 accelerate(speed, inc);