/*
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"
#include "utility.h"
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "settings.h"
Player::Player():
touching_ground(false),
in_water(false),
in_water_stable(false),
+ is_climbing(false),
swimming_up(false),
+ inventory_backup(NULL),
+ craftresult_is_preview(true),
+ hp(20),
peer_id(PEER_ID_INEXISTENT),
+ m_selected_item(0),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
Player::~Player()
{
+ delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+ m_selected_item = item;
}
void Player::resetInventory()
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.setBool("craftresult_is_preview", craftresult_is_preview);
+ args.setS32("hp", hp);
args.writeLines(os);
os<<"PlayerArgsEnd\n";
-
- inventory.serialize(os);
+
+ // 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)
//args.getS32("version");
std::string name = args.get("name");
updateName(name.c_str());
+ /*std::string password = "";
+ if(args.exists("password"))
+ password = args.get("password");
+ updatePassword(password.c_str());*/
m_pitch = args.getFloat("pitch");
m_yaw = args.getFloat("yaw");
m_position = args.getV3F("position");
+ try{
+ craftresult_is_preview = args.getBool("craftresult_is_preview");
+ }catch(SettingNotFoundException &e){
+ craftresult_is_preview = true;
+ }
+ try{
+ hp = args.getS32("hp");
+ }catch(SettingNotFoundException &e){
+ hp = 20;
+ }
+ /*try{
+ std::string sprivs = args.get("privs");
+ if(sprivs == "all")
+ {
+ privs = PRIV_ALL;
+ }
+ else
+ {
+ std::istringstream ss(sprivs);
+ ss>>privs;
+ }
+ }catch(SettingNotFoundException &e){
+ privs = PRIV_DEFAULT;
+ }*/
inventory.deSerialize(is);
}
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
+ buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
+ buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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;
}
LocalPlayer::~LocalPlayer()
{
}
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info)
{
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 a special movement mode is used
- bool free_move = g_settings.getBool("free_move");
+ bool free_move = g_settings->getBool("free_move");
if(free_move)
{
setPosition(position);
*/
// Player position in nodes
- v3s16 pos_i = floatToInt(position);
+ v3s16 pos_i = floatToInt(position, BS);
/*
Check if player is in water (the oscillating value)
// 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));
- in_water = content_liquid(map.getNode(pp).d);
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+ in_water = content_liquid(map.getNode(pp).getContent());
}
// If not in water, the threshold of going in is at lower y
else
{
- v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
- in_water = content_liquid(map.getNode(pp).d);
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+ in_water = content_liquid(map.getNode(pp).getContent());
}
}
catch(InvalidPositionException &e)
Check if player is in water (the stable value)
*/
try{
- v3s16 pp = floatToInt(position + v3f(0,0,0));
- in_water_stable = content_liquid(map.getNode(pp).d);
+ v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
+ in_water_stable = content_liquid(map.getNode(pp).getContent());
}
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 = ((content_features(map.getNode(pp).getContent()).climbable ||
+ content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
+ }
+ catch(InvalidPositionException &e)
+ {
+ is_climbing = false;
+ }
+
/*
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 much smoother
+ // A fairly large value in here makes moving smoother
f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
if(control.sneak && m_sneak_node_exists)
{
f32 maxd = 0.5*BS + sneak_max;
- v3f lwn_f = intToFloat(m_sneak_node);
+ 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);
if(position.Y < min_y)
{
position.Y = min_y;
+
+ //v3f old_speed = m_speed;
+
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);
+ }
+ }*/
}
}
Player is allowed to jump when this is true.
*/
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 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{
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
+ // Player collides into walkable nodes
+ if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
continue;
- }
}
catch(InvalidPositionException &e)
{
+ is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
}
- core::aabbox3d<f32> nodebox = Map::getNodeBox(
- v3s16(x,y,z));
+ core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
/*
See if the player is touching ground.
&& 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(other_axes_overlap && main_axis_collides)
{
+ //v3f old_speed = m_speed;
+
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
+
+ /*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);
+ }
+ }*/
}
}
} // xyz
/*
- //Check the neighbors of m_sneak_node that are closer to
- //the player. If walkable, set m_sneak_node to such.
- Check the nodes under the player to see if the player can
- sneak.
+ Check the nodes under the player to see from which node the
+ player is sneaking from, if any.
*/
{
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
+ 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(m_sneak_node_exists)
+ // If already seeking from some node, compare to it.
+ /*if(m_sneak_node_exists)
{
- v3f sneaknode_pf = intToFloat(m_sneak_node);
+ 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++)
{
v3s16 p = pos_i_bottom + v3s16(x,0,z);
- v3f pf = intToFloat(p);
+ 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.Y-node_p2df.Y));
if(distance_f > min_distance_f ||
- max_axis_distance_f > sneak_max+0.1*BS)
+ max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
try{
- if(content_walkable(map.getNode(p).d) == false)
+ // The node to be sneaked on has to be walkable
+ if(content_walkable(map.getNode(p).getContent()) == false)
+ continue;
+ // And the node above it has to be nonwalkable
+ if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
continue;
}
catch(InvalidPositionException &e)
new_sneak_node = p;
}
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
+ bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+
+ if(control.sneak && m_sneak_node_exists)
+ {
+ 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 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;
}
/*
- If sneaking, the player's collision box can be in air, so
- this has to be set explicitly
- NOTE: Not allowed, because jumping in the situation can drop
- the player
+ Set new position
*/
- /*if(m_sneak_node_exists)
- touching_ground = true;*/
+ setPosition(position);
/*
- Set new position
+ Report collisions
*/
- setPosition(position);
+ if(collision_info)
+ {
+ // Report fall collision
+ if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
+ {
+ CollisionInfo info;
+ info.t = COLLISION_FALL;
+ info.speed = m_speed.Y - old_speed.Y;
+ collision_info->push_back(info);
+ }
+ }
+}
+
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+{
+ move(dtime, map, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
v3f speed = v3f(0,0,0);
- bool free_move = g_settings.getBool("free_move");
- bool fast_move = g_settings.getBool("fast_move");
- bool continuous_forward = g_settings.getBool("continuous_forward");
+ 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)
+ if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
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
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)