/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
#include "player.h"
#include "map.h"
#include "connection.h"
#include "constants.h"
-
-Player::Player():
+#include "utility.h"
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "main.h" // For g_settings
+#include "settings.h"
+#include "nodedef.h"
+#include "collision.h"
+#include "environment.h"
+#include "gamedef.h"
+#include "event.h"
+
+Player::Player(IGameDef *gamedef):
touching_ground(false),
- inventory(PLAYER_INVENTORY_SIZE),
- peer_id(PEER_ID_NEW),
+ in_water(false),
+ in_water_stable(false),
+ is_climbing(false),
+ swimming_up(false),
+ inventory(gamedef->idef()),
+ inventory_backup(NULL),
+ hp(20),
+ peer_id(PEER_ID_INEXISTENT),
+// protected
+ m_gamedef(gamedef),
+ m_pitch(0),
+ m_yaw(0),
m_speed(0,0,0),
m_position(0,0,0)
{
updateName("<not set>");
+ resetInventory();
}
Player::~Player()
{
+ delete inventory_backup;
+}
+
+void Player::resetInventory()
+{
+ inventory.clear();
+ inventory.addList("main", PLAYER_INVENTORY_SIZE);
+ inventory.addList("craft", 9);
+ inventory.addList("craftpreview", 1);
+ inventory.addList("craftresult", 1);
+}
+
+// Y direction is ignored
+void Player::accelerate(v3f target_speed, f32 max_increase)
+{
+ v3f d_wanted = target_speed - m_speed;
+ d_wanted.Y = 0;
+ f32 dl_wanted = d_wanted.getLength();
+ f32 dl = dl_wanted;
+ if(dl > max_increase)
+ dl = max_increase;
+
+ v3f d = d_wanted.normalize() * dl;
+
+ m_speed.X += d.X;
+ m_speed.Z += d.Z;
+ //m_speed += d;
+
+#if 0 // old code
+ if(m_speed.X < target_speed.X - max_increase)
+ m_speed.X += max_increase;
+ else if(m_speed.X > target_speed.X + max_increase)
+ m_speed.X -= max_increase;
+ else if(m_speed.X < target_speed.X)
+ m_speed.X = target_speed.X;
+ else if(m_speed.X > target_speed.X)
+ m_speed.X = target_speed.X;
+
+ if(m_speed.Z < target_speed.Z - max_increase)
+ m_speed.Z += max_increase;
+ else if(m_speed.Z > target_speed.Z + max_increase)
+ m_speed.Z -= max_increase;
+ else if(m_speed.Z < target_speed.Z)
+ m_speed.Z = target_speed.Z;
+ else if(m_speed.Z > target_speed.Z)
+ m_speed.Z = target_speed.Z;
+#endif
+}
+
+v3s16 Player::getLightPosition() const
+{
+ return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+}
+
+void Player::serialize(std::ostream &os)
+{
+ // Utilize a Settings object for storing values
+ Settings args;
+ args.setS32("version", 1);
+ args.set("name", m_name);
+ //args.set("password", m_password);
+ args.setFloat("pitch", m_pitch);
+ args.setFloat("yaw", m_yaw);
+ args.setV3F("position", m_position);
+ args.setS32("hp", hp);
+
+ args.writeLines(os);
+
+ os<<"PlayerArgsEnd\n";
+
+ // If actual inventory is backed up due to creative mode, save it
+ // instead of the dummy creative mode inventory
+ if(inventory_backup)
+ inventory_backup->serialize(os);
+ else
+ inventory.serialize(os);
+}
+
+void Player::deSerialize(std::istream &is)
+{
+ Settings args;
+
+ for(;;)
+ {
+ if(is.eof())
+ throw SerializationError
+ ("Player::deSerialize(): PlayerArgsEnd not found");
+ std::string line;
+ std::getline(is, line);
+ std::string trimmedline = trim(line);
+ if(trimmedline == "PlayerArgsEnd")
+ break;
+ args.parseConfigLine(line);
+ }
+
+ //args.getS32("version"); // Version field value not used
+ std::string name = args.get("name");
+ updateName(name.c_str());
+ setPitch(args.getFloat("pitch"));
+ setYaw(args.getFloat("yaw"));
+ setPosition(args.getV3F("position"));
+ try{
+ hp = args.getS32("hp");
+ }catch(SettingNotFoundException &e){
+ hp = 20;
+ }
+
+ inventory.deSerialize(is);
+
+ if(inventory.getList("craftpreview") == NULL)
+ {
+ // Convert players without craftpreview
+ inventory.addList("craftpreview", 1);
+
+ bool craftresult_is_preview = true;
+ if(args.exists("craftresult_is_preview"))
+ craftresult_is_preview = args.getBool("craftresult_is_preview");
+ if(craftresult_is_preview)
+ {
+ // Clear craftresult
+ inventory.getList("craftresult")->changeItem(0, ItemStack());
+ }
+ }
+}
+
+#ifndef SERVER
+/*
+ LocalPlayer
+*/
+
+LocalPlayer::LocalPlayer(IGameDef *gamedef):
+ Player(gamedef),
+ m_sneak_node(32767,32767,32767),
+ m_sneak_node_exists(false)
+{
+ // Initialize hp to 0, so that no hearts will be shown if server
+ // doesn't support health points
+ hp = 0;
}
-void Player::move(f32 dtime, Map &map)
+LocalPlayer::~LocalPlayer()
{
+}
+
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info)
+{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
v3f position = getPosition();
v3f oldpos = position;
- v3s16 oldpos_i = floatToInt(oldpos);
+ v3s16 oldpos_i = floatToInt(oldpos, BS);
+
+ v3f old_speed = m_speed;
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
+ /*
+ Calculate new position
+ */
position += m_speed * dtime;
-
- // Skip collision detection if player is non-local
- if(isLocal() == false)
+
+ // Skip collision detection if a special movement mode is used
+ bool free_move = g_settings->getBool("free_move");
+ if(free_move)
{
setPosition(position);
return;
/*
Collision detection
*/
+
+ // Player position in nodes
+ v3s16 pos_i = floatToInt(position, BS);
+
+ /*
+ Check if player is in water (the oscillating value)
+ */
+ try{
+ // If in water, the threshold of coming out is at higher y
+ if(in_water)
+ {
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+ in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ }
+ // If not in water, the threshold of going in is at lower y
+ else
+ {
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+ in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ in_water = false;
+ }
+
+ /*
+ Check if player is in water (the stable value)
+ */
+ try{
+ v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
+ in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ }
+ catch(InvalidPositionException &e)
+ {
+ in_water_stable = false;
+ }
+
+ /*
+ Check if player is climbing
+ */
+
+ try {
+ v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+ v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+ is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
+ nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
+ }
+ catch(InvalidPositionException &e)
+ {
+ is_climbing = false;
+ }
- v3s16 pos_i = floatToInt(position);
+ /*
+ Collision uncertainty radius
+ Make it a bit larger than the maximum distance of movement
+ */
+ //f32 d = pos_max_d * 1.1;
+ // A fairly large value in here makes moving smoother
+ f32 d = 0.15*BS;
+
+ // This should always apply, otherwise there are glitches
+ assert(d > pos_max_d);
+
+ float player_radius = BS*0.30;
+ float player_height = BS*1.55;
+
+ // Maximum distance over border for sneaking
+ f32 sneak_max = BS*0.4;
+
+ /*
+ If sneaking, player has larger collision radius to keep from
+ falling
+ */
+ /*if(control.sneak)
+ player_radius = sneak_max + d*1.1;*/
- // The frame length is limited to the player going 0.1*BS per call
- f32 d = (float)BS * 0.15;
+ /*
+ If sneaking, keep in range from the last walked node and don't
+ fall off from it
+ */
+ if(control.sneak && m_sneak_node_exists)
+ {
+ f32 maxd = 0.5*BS + sneak_max;
+ v3f lwn_f = intToFloat(m_sneak_node, BS);
+ position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
+ position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
+
+ f32 min_y = lwn_f.Y + 0.5*BS;
+ if(position.Y < min_y)
+ {
+ position.Y = min_y;
+
+ //v3f old_speed = m_speed;
-#define PLAYER_RADIUS (BS*0.3)
-#define PLAYER_HEIGHT (BS*1.7)
+ if(m_speed.Y < 0)
+ m_speed.Y = 0;
+ /*if(collision_info)
+ {
+ // Report fall collision
+ if(old_speed.Y < m_speed.Y - 0.1)
+ {
+ CollisionInfo info;
+ info.t = COLLISION_FALL;
+ info.speed = m_speed.Y - old_speed.Y;
+ collision_info->push_back(info);
+ }
+ }*/
+ }
+ }
+
+ /*
+ Calculate player collision box (new and old)
+ */
core::aabbox3d<f32> playerbox(
- position.X - PLAYER_RADIUS,
+ position.X - player_radius,
position.Y - 0.0,
- position.Z - PLAYER_RADIUS,
- position.X + PLAYER_RADIUS,
- position.Y + PLAYER_HEIGHT,
- position.Z + PLAYER_RADIUS
+ position.Z - player_radius,
+ position.X + player_radius,
+ position.Y + player_height,
+ position.Z + player_radius
);
core::aabbox3d<f32> playerbox_old(
- oldpos.X - PLAYER_RADIUS,
+ oldpos.X - player_radius,
oldpos.Y - 0.0,
- oldpos.Z - PLAYER_RADIUS,
- oldpos.X + PLAYER_RADIUS,
- oldpos.Y + PLAYER_HEIGHT,
- oldpos.Z + PLAYER_RADIUS
+ oldpos.Z - player_radius,
+ oldpos.X + player_radius,
+ oldpos.Y + player_height,
+ oldpos.Z + player_radius
);
- //hilightboxes.push_back(playerbox);
+ /*
+ If the player's feet touch the topside of any node, this is
+ set to true.
+ Player is allowed to jump when this is true.
+ */
+ bool touching_ground_was = touching_ground;
touching_ground = false;
-
+
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
+
+ bool standing_on_unloaded = false;
+
+ /*
+ Go through every node around the player
+ */
+ for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
+ for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
+ for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
+ {
+ bool is_unloaded = false;
+ try{
+ // Player collides into walkable nodes
+ if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
+ continue;
+ }
+ catch(InvalidPositionException &e)
+ {
+ is_unloaded = true;
+ // Doing nothing here will block the player from
+ // walking over map borders
+ }
- for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
- for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
- for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
- //std::cout<<"with ("<<x<<","<<y<<","<<z<<"): ";
- try{
- if(map.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){
- //std::cout<<"air."<<std::endl;
- continue;
- }
- }
- catch(InvalidPositionException &e)
+ core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
+
+ /*
+ See if the player is touching ground.
+
+ Player touches ground if player's minimum Y is near node's
+ maximum Y and player's X-Z-area overlaps with the node's
+ X-Z-area.
+
+ Use 0.15*BS so that it is easier to get on a node.
+ */
+ if(
+ //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
+ fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
+ && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
+ && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
+ && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
+ && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
+ ){
+ touching_ground = true;
+ if(is_unloaded)
+ standing_on_unloaded = true;
+ }
+
+ // If player doesn't intersect with node, ignore node.
+ if(playerbox.intersectsWithBox(nodebox) == false)
+ continue;
+
+ /*
+ Go through every axis
+ */
+ v3f dirs[3] = {
+ v3f(0,0,1), // back-front
+ v3f(0,1,0), // top-bottom
+ v3f(1,0,0), // right-left
+ };
+ for(u16 i=0; i<3; i++)
+ {
+ /*
+ Calculate values along the axis
+ */
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
+
+ /*
+ Check collision for the axis.
+ Collision happens when player is going through a surface.
+ */
+ /*f32 neg_d = d;
+ f32 pos_d = d;
+ // Make it easier to get on top of a node
+ if(i == 1)
+ neg_d = 0.15*BS;
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + neg_d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - pos_d
+ && m_speed.dotProduct(dirs[i]) > 0);*/
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - d
+ && m_speed.dotProduct(dirs[i]) > 0);
+ bool main_axis_collides =
+ negative_axis_collides || positive_axis_collides;
+
+ /*
+ Check overlap of player and node in other axes
+ */
+ bool other_axes_overlap = true;
+ for(u16 j=0; j<3; j++)
+ {
+ if(j == i)
+ continue;
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
+ if(!(nodemax - d > playermin && nodemin + d < playermax))
{
- // Doing nothing here will block the player from
- // walking over map borders
+ other_axes_overlap = false;
+ break;
}
+ }
+
+ /*
+ If this is a collision, revert the position in the main
+ direction.
+ */
+ if(other_axes_overlap && main_axis_collides)
+ {
+ //v3f old_speed = m_speed;
- core::aabbox3d<f32> nodebox = Map::getNodeBox(
- v3s16(x,y,z));
-
- // See if the player is touching ground
- if(
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
- && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
- && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
- && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
- ){
- touching_ground = true;
- }
+ m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
+ position -= position.dotProduct(dirs[i]) * dirs[i];
+ position += oldpos.dotProduct(dirs[i]) * dirs[i];
- if(playerbox.intersectsWithBox(nodebox))
+ /*if(collision_info)
{
-
- v3f dirs[3] = {
- v3f(0,0,1), // back
- v3f(0,1,0), // top
- v3f(1,0,0), // right
- };
- for(u16 i=0; i<3; i++)
+ // Report fall collision
+ if(old_speed.Y < m_speed.Y - 0.1)
+ {
+ CollisionInfo info;
+ info.t = COLLISION_FALL;
+ info.speed = m_speed.Y - old_speed.Y;
+ collision_info->push_back(info);
+ }
+ }*/
+ }
+
+ }
+ } // xyz
+
+ /*
+ Check the nodes under the player to see from which node the
+ player is sneaking from, if any.
+ */
{
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
- f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
- f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
- bool main_edge_collides =
- ((nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0)
- ||
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0));
-
- bool other_edges_collide = true;
- for(u16 j=0; j<3; j++)
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+ v2f player_p2df(position.X, position.Z);
+ f32 min_distance_f = 100000.0*BS;
+ // If already seeking from some node, compare to it.
+ /*if(m_sneak_node_exists)
+ {
+ v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
+ v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
+ f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
+ f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+ // Ignore if player is not on the same level (likely dropped)
+ if(d_vert_f < 0.15*BS)
+ min_distance_f = d_horiz_f;
+ }*/
+ v3s16 new_sneak_node = m_sneak_node;
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
{
- if(j == i)
+ v3s16 p = pos_i_bottom + v3s16(x,0,z);
+ v3f pf = intToFloat(p, BS);
+ v2f node_p2df(pf.X, pf.Z);
+ f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+ f32 max_axis_distance_f = MYMAX(
+ fabs(player_p2df.X-node_p2df.X),
+ fabs(player_p2df.Y-node_p2df.Y));
+
+ if(distance_f > min_distance_f ||
+ max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > playermin && nodemin + d < playermax))
+
+ try{
+ // The node to be sneaked on has to be walkable
+ if(nodemgr->get(map.getNode(p)).walkable == false)
+ continue;
+ // And the node above it has to be nonwalkable
+ if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
+ continue;
+ }
+ catch(InvalidPositionException &e)
{
- other_edges_collide = false;
- break;
+ continue;
}
+
+ min_distance_f = distance_f;
+ new_sneak_node = p;
}
- if(main_edge_collides && other_edges_collide)
+ bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+
+ if(control.sneak && m_sneak_node_exists)
{
- m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
- position -= position.dotProduct(dirs[i]) * dirs[i];
- position += oldpos.dotProduct(dirs[i]) * dirs[i];
+ if(sneak_node_found)
+ m_sneak_node = new_sneak_node;
+ }
+ else
+ {
+ m_sneak_node = new_sneak_node;
+ m_sneak_node_exists = sneak_node_found;
}
-
- }
- } // if(playerbox.intersectsWithBox(nodebox))
- } // for x
- } // for z
- } // for y
+ /*
+ If sneaking, the player's collision box can be in air, so
+ this has to be set explicitly
+ */
+ if(sneak_node_found && control.sneak)
+ touching_ground = true;
+ }
+
+ /*
+ Set new position
+ */
setPosition(position);
-}
-
-// Y direction is ignored
-void Player::accelerate(v3f target_speed, f32 max_increase)
-{
- if(m_speed.X < target_speed.X - max_increase)
- m_speed.X += max_increase;
- else if(m_speed.X > target_speed.X + max_increase)
- m_speed.X -= max_increase;
- else if(m_speed.X < target_speed.X)
- m_speed.X = target_speed.X;
- else if(m_speed.X > target_speed.X)
- m_speed.X = target_speed.X;
-
- if(m_speed.Z < target_speed.Z - max_increase)
- m_speed.Z += max_increase;
- else if(m_speed.Z > target_speed.Z + max_increase)
- m_speed.Z -= max_increase;
- else if(m_speed.Z < target_speed.Z)
- m_speed.Z = target_speed.Z;
- else if(m_speed.Z > target_speed.Z)
- m_speed.Z = target_speed.Z;
-}
-
-/*
- RemotePlayer
-*/
-
-RemotePlayer::RemotePlayer(
- scene::ISceneNode* parent,
- IrrlichtDevice *device,
- s32 id):
- scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
- m_text(NULL)
-{
- m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
- if(parent != NULL && device != NULL)
+ /*
+ Report collisions
+ */
+ if(collision_info)
{
- // ISceneNode stores a member called SceneManager
- scene::ISceneManager* mgr = SceneManager;
- video::IVideoDriver* driver = mgr->getVideoDriver();
- gui::IGUIEnvironment* gui = device->getGUIEnvironment();
-
- // Add a text node for showing the name
- wchar_t wname[1] = {0};
- m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
- wname, video::SColor(255,255,255,255), this);
- m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-
- // Attach a simple mesh to the player for showing an image
- scene::SMesh *mesh = new scene::SMesh();
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
+ // Report fall collision
+ if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
{
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
+ CollisionInfo info;
+ info.t = COLLISION_FALL;
+ info.speed = m_speed.Y - old_speed.Y;
+ collision_info->push_back(info);
}
- scene::IMeshSceneNode *node = mgr->addMeshSceneNode(mesh, this);
- mesh->drop();
- node->setPosition(v3f(0,0,0));
}
-}
-
-RemotePlayer::~RemotePlayer()
-{
- if(SceneManager != NULL)
- ISceneNode::remove();
-}
-void RemotePlayer::updateName(const char *name)
-{
- Player::updateName(name);
- if(m_text != NULL)
- {
- wchar_t wname[PLAYERNAME_SIZE];
- mbstowcs(wname, m_name, strlen(m_name)+1);
- m_text->setText(wname);
+ if(!touching_ground_was && touching_ground){
+ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+ m_gamedef->event()->put(e);
}
}
-/*
- LocalPlayer
-*/
-
-LocalPlayer::LocalPlayer()
-{
-}
-
-LocalPlayer::~LocalPlayer()
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
+ move(dtime, map, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
{
+ // Clear stuff
+ swimming_up = false;
+
// Random constants
-#define WALK_ACCELERATION (4.0 * BS)
-#define WALKSPEED_MAX (4.0 * BS)
- f32 walk_acceleration = WALK_ACCELERATION;
- f32 walkspeed_max = WALKSPEED_MAX;
+ f32 walk_acceleration = 4.0 * BS;
+ f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
v3f speed = v3f(0,0,0);
- // Superspeed mode
- bool superspeed = false;
- if(control.superspeed)
+ bool free_move = g_settings->getBool("free_move");
+ bool fast_move = g_settings->getBool("fast_move");
+ bool continuous_forward = g_settings->getBool("continuous_forward");
+
+ if(free_move || is_climbing)
{
- speed += move_direction;
+ v3f speed = getSpeed();
+ speed.Y = 0;
+ setSpeed(speed);
+ }
+
+ // Whether superspeed mode is used or not
+ bool superspeed = false;
+
+ // If free movement and fast movement, always move fast
+ if(free_move && fast_move)
superspeed = true;
+
+ // Auxiliary button 1 (E)
+ if(control.aux1)
+ {
+ if(free_move)
+ {
+ // In free movement mode, aux1 descends
+ v3f speed = getSpeed();
+ if(fast_move)
+ speed.Y = -20*BS;
+ else
+ speed.Y = -walkspeed_max;
+ setSpeed(speed);
+ }
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = -3*BS;
+ setSpeed(speed);
+ }
+ else
+ {
+ // If not free movement but fast is allowed, aux1 is
+ // "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
}
+ if(continuous_forward)
+ speed += move_direction;
+
if(control.up)
{
- speed += move_direction;
+ if(continuous_forward)
+ superspeed = true;
+ else
+ speed += move_direction;
}
if(control.down)
{
}
if(control.jump)
{
- if(touching_ground){
+ if(free_move)
+ {
v3f speed = getSpeed();
- speed.Y = 6.5*BS;
+ if(fast_move)
+ speed.Y = 20*BS;
+ else
+ speed.Y = walkspeed_max;
+ setSpeed(speed);
+ }
+ else if(touching_ground)
+ {
+ /*
+ NOTE: The d value in move() affects jump height by
+ raising the height at which the jump speed is kept
+ at its starting value
+ */
+ v3f speed = getSpeed();
+ if(speed.Y >= -0.5*BS)
+ {
+ speed.Y = 6.5*BS;
+ setSpeed(speed);
+
+ MtEvent *e = new SimpleTriggerEvent("PlayerJump");
+ m_gamedef->event()->put(e);
+ }
+ }
+ // Use the oscillating value for getting out of water
+ // (so that the player doesn't fly on the surface)
+ else if(in_water)
+ {
+ v3f speed = getSpeed();
+ speed.Y = 1.5*BS;
+ setSpeed(speed);
+ swimming_up = true;
+ }
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = 3*BS;
setSpeed(speed);
}
}
// The speed of the player (Y is ignored)
if(superspeed)
- speed = speed.normalize() * walkspeed_max * 5;
+ speed = speed.normalize() * walkspeed_max * 5.0;
+ else if(control.sneak)
+ speed = speed.normalize() * walkspeed_max / 3.0;
else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
+ // Faster acceleration if fast and free movement
+ if(free_move && fast_move)
+ inc = walk_acceleration * BS * dtime * 10;
+
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
+v3s16 LocalPlayer::getStandingNodePos()
+{
+ if(m_sneak_node_exists)
+ return m_sneak_node;
+ return floatToInt(getPosition(), BS);
+}
+
+#endif