bug-fixin'
[oweals/minetest.git] / src / player.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 /*
21 (c) 2010 Perttu Ahola <celeron55@gmail.com>
22 */
23
24 #include "player.h"
25 #include "map.h"
26 #include "connection.h"
27 #include "constants.h"
28 #include "utility.h"
29
30 Player::Player():
31         touching_ground(false),
32         in_water(false),
33         in_water_stable(false),
34         swimming_up(false),
35         peer_id(PEER_ID_INEXISTENT),
36         m_pitch(0),
37         m_yaw(0),
38         m_speed(0,0,0),
39         m_position(0,0,0)
40 {
41         updateName("<not set>");
42         resetInventory();
43 }
44
45 Player::~Player()
46 {
47 }
48
49 void Player::resetInventory()
50 {
51         inventory.clear();
52         inventory.addList("main", PLAYER_INVENTORY_SIZE);
53         inventory.addList("craft", 9);
54         inventory.addList("craftresult", 1);
55 }
56
57 // Y direction is ignored
58 void Player::accelerate(v3f target_speed, f32 max_increase)
59 {
60         v3f d_wanted = target_speed - m_speed;
61         d_wanted.Y = 0;
62         f32 dl_wanted = d_wanted.getLength();
63         f32 dl = dl_wanted;
64         if(dl > max_increase)
65                 dl = max_increase;
66         
67         v3f d = d_wanted.normalize() * dl;
68
69         m_speed.X += d.X;
70         m_speed.Z += d.Z;
71         //m_speed += d;
72
73 #if 0 // old code
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;
82
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;
91 #endif
92 }
93
94 void Player::serialize(std::ostream &os)
95 {
96         // Utilize a Settings object for storing values
97         Settings args;
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);
103
104         args.writeLines(os);
105
106         os<<"PlayerArgsEnd\n";
107
108         inventory.serialize(os);
109 }
110
111 void Player::deSerialize(std::istream &is)
112 {
113         Settings args;
114         
115         for(;;)
116         {
117                 if(is.eof())
118                         throw SerializationError
119                                         ("Player::deSerialize(): PlayerArgsEnd not found");
120                 std::string line;
121                 std::getline(is, line);
122                 std::string trimmedline = trim(line);
123                 if(trimmedline == "PlayerArgsEnd")
124                         break;
125                 args.parseConfigLine(line);
126         }
127
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");
134
135         inventory.deSerialize(is);
136 }
137
138 /*
139         RemotePlayer
140 */
141
142 #ifndef SERVER
143
144 RemotePlayer::RemotePlayer(
145                 scene::ISceneNode* parent,
146                 IrrlichtDevice *device,
147                 s32 id):
148         scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
149         m_text(NULL)
150 {
151         m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
152
153         if(parent != NULL && device != NULL)
154         {
155                 // ISceneNode stores a member called SceneManager
156                 scene::ISceneManager* mgr = SceneManager;
157                 video::IVideoDriver* driver = mgr->getVideoDriver();
158                 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
159
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));
165
166                 // Attach a simple mesh to the player for showing an image
167                 scene::SMesh *mesh = new scene::SMesh();
168                 { // Front
169                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
170                 video::SColor c(255,255,255,255);
171                 video::S3DVertex vertices[4] =
172                 {
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),
177                 };
178                 u16 indices[] = {0,1,2,2,3,0};
179                 buf->append(vertices, 4, indices, 6);
180                 // Set material
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;
188                 // Add to mesh
189                 mesh->addMeshBuffer(buf);
190                 buf->drop();
191                 }
192                 { // Back
193                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
194                 video::SColor c(255,255,255,255);
195                 video::S3DVertex vertices[4] =
196                 {
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),
201                 };
202                 u16 indices[] = {0,1,2,2,3,0};
203                 buf->append(vertices, 4, indices, 6);
204                 // Set material
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;
211                 // Add to mesh
212                 mesh->addMeshBuffer(buf);
213                 buf->drop();
214                 }
215                 m_node = mgr->addMeshSceneNode(mesh, this);
216                 mesh->drop();
217                 m_node->setPosition(v3f(0,0,0));
218         }
219 }
220
221 RemotePlayer::~RemotePlayer()
222 {
223         if(SceneManager != NULL)
224                 ISceneNode::remove();
225 }
226
227 void RemotePlayer::updateName(const char *name)
228 {
229         Player::updateName(name);
230         if(m_text != NULL)
231         {
232                 wchar_t wname[PLAYERNAME_SIZE];
233                 mbstowcs(wname, m_name, strlen(m_name)+1);
234                 m_text->setText(wname);
235         }
236 }
237
238 void RemotePlayer::move(f32 dtime, Map &map)
239 {
240         m_pos_animation_time_counter += dtime;
241         m_pos_animation_counter += dtime;
242         v3f movevector = m_position - m_oldpos;
243         f32 moveratio;
244         if(m_pos_animation_time < 0.001)
245                 moveratio = 1.0;
246         else
247                 moveratio = m_pos_animation_counter / m_pos_animation_time;
248         if(moveratio > 1.5)
249                 moveratio = 1.5;
250         m_showpos = m_oldpos + movevector * moveratio;
251         
252         ISceneNode::setPosition(m_showpos);
253 }
254
255 #endif
256
257 #ifndef SERVER
258 /*
259         LocalPlayer
260 */
261
262 LocalPlayer::LocalPlayer()
263 {
264 }
265
266 LocalPlayer::~LocalPlayer()
267 {
268 }
269
270 void LocalPlayer::move(f32 dtime, Map &map)
271 {
272         v3f position = getPosition();
273         v3f oldpos = position;
274         v3s16 oldpos_i = floatToInt(oldpos);
275
276         /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
277                         <<oldpos_i.Z<<")"<<std::endl;*/
278
279         position += m_speed * dtime;
280
281         bool free_move = g_settings.getBool("free_move");
282         
283         // Skip collision detection if player is non-local or
284         // a special movement mode is used
285         if(isLocal() == false || free_move)
286         {
287                 setPosition(position);
288                 return;
289         }
290
291         /*
292                 Collision detection
293         */
294
295         v3s16 pos_i = floatToInt(position);
296         
297         /*
298                 Check if player is in water (the oscillating value)
299         */
300         try{
301                 if(in_water)
302                 {
303                         v3s16 pp = floatToInt(position + v3f(0,0,0));
304                         in_water = content_liquid(map.getNode(pp).d);
305                 }
306                 else
307                 {
308                         v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
309                         in_water = content_liquid(map.getNode(pp).d);
310                 }
311         }
312         catch(InvalidPositionException &e)
313         {
314                 in_water = false;
315         }
316
317         /*
318                 Check if player is in water (the stable value)
319         */
320         try{
321                 v3s16 pp = floatToInt(position + v3f(0,0,0));
322                 in_water_stable = content_liquid(map.getNode(pp).d);
323         }
324         catch(InvalidPositionException &e)
325         {
326                 in_water_stable = false;
327         }
328
329         // The frame length is limited to the player going 0.1*BS per call
330         f32 d = (float)BS * 0.15;
331
332 #define PLAYER_RADIUS (BS*0.3)
333 #define PLAYER_HEIGHT (BS*1.7)
334
335         core::aabbox3d<f32> playerbox(
336                 position.X - PLAYER_RADIUS,
337                 position.Y - 0.0,
338                 position.Z - PLAYER_RADIUS,
339                 position.X + PLAYER_RADIUS,
340                 position.Y + PLAYER_HEIGHT,
341                 position.Z + PLAYER_RADIUS
342         );
343         core::aabbox3d<f32> playerbox_old(
344                 oldpos.X - PLAYER_RADIUS,
345                 oldpos.Y - 0.0,
346                 oldpos.Z - PLAYER_RADIUS,
347                 oldpos.X + PLAYER_RADIUS,
348                 oldpos.Y + PLAYER_HEIGHT,
349                 oldpos.Z + PLAYER_RADIUS
350         );
351
352         //hilightboxes.push_back(playerbox);
353
354         touching_ground = false;
355         
356         /*std::cout<<"Checking collisions for ("
357                         <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
358                         <<") -> ("
359                         <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
360                         <<"):"<<std::endl;*/
361
362         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
363                 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
364                         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
365                                 try{
366                                         if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
367                                                 continue;
368                                         }
369                                 }
370                                 catch(InvalidPositionException &e)
371                                 {
372                                         // Doing nothing here will block the player from
373                                         // walking over map borders
374                                 }
375
376                                 core::aabbox3d<f32> nodebox = Map::getNodeBox(
377                                                 v3s16(x,y,z));
378                                 
379                                 // See if the player is touching ground
380                                 if(
381                                                 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
382                                                 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
383                                                 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
384                                                 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
385                                                 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
386                                 ){
387                                         touching_ground = true;
388                                 }
389                                 
390                                 if(playerbox.intersectsWithBox(nodebox))
391                                 {
392                                 
393         v3f dirs[3] = {
394                 v3f(0,0,1), // back
395                 v3f(0,1,0), // top
396                 v3f(1,0,0), // right
397         };
398         for(u16 i=0; i<3; i++)
399         {
400                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
401                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
402                 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
403                 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
404                 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
405                 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
406
407                 bool main_edge_collides = 
408                         ((nodemax > playermin && nodemax <= playermin_old + d
409                                 && m_speed.dotProduct(dirs[i]) < 0)
410                         ||
411                         (nodemin < playermax && nodemin >= playermax_old - d
412                                 && m_speed.dotProduct(dirs[i]) > 0));
413
414                 bool other_edges_collide = true;
415                 for(u16 j=0; j<3; j++)
416                 {
417                         if(j == i)
418                                 continue;
419                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
420                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
421                         f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
422                         f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
423                         if(!(nodemax - d > playermin && nodemin + d < playermax))
424                         {
425                                 other_edges_collide = false;
426                                 break;
427                         }
428                 }
429                 
430                 if(main_edge_collides && other_edges_collide)
431                 {
432                         m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
433                         position -= position.dotProduct(dirs[i]) * dirs[i];
434                         position += oldpos.dotProduct(dirs[i]) * dirs[i];
435                 }
436         
437         }
438                                 } // if(playerbox.intersectsWithBox(nodebox))
439                         } // for x
440                 } // for z
441         } // for y
442
443         setPosition(position);
444 }
445
446 void LocalPlayer::applyControl(float dtime)
447 {
448         // Clear stuff
449         swimming_up = false;
450
451         // Random constants
452 #define WALK_ACCELERATION (4.0 * BS)
453 #define WALKSPEED_MAX (4.0 * BS)
454         f32 walk_acceleration = WALK_ACCELERATION;
455         f32 walkspeed_max = WALKSPEED_MAX;
456         
457         setPitch(control.pitch);
458         setYaw(control.yaw);
459         
460         v3f move_direction = v3f(0,0,1);
461         move_direction.rotateXZBy(getYaw());
462         
463         v3f speed = v3f(0,0,0);
464
465         bool free_move = g_settings.getBool("free_move");
466         bool fast_move = g_settings.getBool("fast_move");
467         bool continuous_forward = g_settings.getBool("continuous_forward");
468
469         if(free_move)
470         {
471                 v3f speed = getSpeed();
472                 speed.Y = 0;
473                 setSpeed(speed);
474         }
475
476         // Whether superspeed mode is used or not
477         bool superspeed = false;
478         
479         // If free movement and fast movement, always move fast
480         if(free_move && fast_move)
481                 superspeed = true;
482         
483         // Auxiliary button 1 (E)
484         if(control.aux1)
485         {
486                 if(free_move)
487                 {
488                         // In free movement mode, aux1 descends
489                         v3f speed = getSpeed();
490                         if(fast_move)
491                                 speed.Y = -20*BS;
492                         else
493                                 speed.Y = -walkspeed_max;
494                         setSpeed(speed);
495                 }
496                 else
497                 {
498                         // If not free movement but fast is allowed, aux1 is
499                         // "Turbo button"
500                         if(fast_move)
501                                 superspeed = true;
502                 }
503         }
504
505         if(continuous_forward)
506                 speed += move_direction;
507
508         if(control.up)
509         {
510                 if(continuous_forward)
511                         superspeed = true;
512                 else
513                         speed += move_direction;
514         }
515         if(control.down)
516         {
517                 speed -= move_direction;
518         }
519         if(control.left)
520         {
521                 speed += move_direction.crossProduct(v3f(0,1,0));
522         }
523         if(control.right)
524         {
525                 speed += move_direction.crossProduct(v3f(0,-1,0));
526         }
527         if(control.jump)
528         {
529                 if(free_move)
530                 {
531                         v3f speed = getSpeed();
532                         if(fast_move)
533                                 speed.Y = 20*BS;
534                         else
535                                 speed.Y = walkspeed_max;
536                         setSpeed(speed);
537                 }
538                 else if(touching_ground)
539                 {
540                         v3f speed = getSpeed();
541                         speed.Y = 6.5*BS;
542                         setSpeed(speed);
543                 }
544                 // Use the oscillating value for getting out of water
545                 // (so that the player doesn't fly on the surface)
546                 else if(in_water)
547                 {
548                         v3f speed = getSpeed();
549                         speed.Y = 1.5*BS;
550                         setSpeed(speed);
551                         swimming_up = true;
552                 }
553         }
554
555         // The speed of the player (Y is ignored)
556         if(superspeed)
557                 speed = speed.normalize() * walkspeed_max * 5;
558         else
559                 speed = speed.normalize() * walkspeed_max;
560         
561         f32 inc = walk_acceleration * BS * dtime;
562         
563         // Faster acceleration if fast and free movement
564         if(free_move && fast_move)
565                 inc = walk_acceleration * BS * dtime * 10;
566         
567         // Accelerate to target speed with maximum increment
568         accelerate(speed, inc);
569 }
570 #endif
571