utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / player.cpp
index d52d6b88f032937505e4de950e7576739f2c4b2e..73291182813d3396081d98b98a8f5569e13de525 100644 (file)
@@ -22,16 +22,22 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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),
@@ -43,6 +49,12 @@ Player::Player():
 
 Player::~Player()
 {
+       delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+       m_selected_item = item;
 }
 
 void Player::resetInventory()
@@ -106,8 +118,13 @@ void Player::serialize(std::ostream &os)
        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)
@@ -318,9 +335,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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);
@@ -368,6 +385,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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
@@ -454,13 +486,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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
        */
@@ -468,6 +502,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        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(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
@@ -475,6 +510,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                }
                catch(InvalidPositionException &e)
                {
+                       is_unloaded = true;
                        // Doing nothing here will block the player from
                        // walking over map borders
                }
@@ -499,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                                && 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.
@@ -680,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        if(collision_info)
        {
                // Report fall collision
-               if(old_speed.Y < m_speed.Y - 0.1)
+               if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
                {
                        CollisionInfo info;
                        info.t = COLLISION_FALL;
@@ -712,11 +750,11 @@ 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;
@@ -743,6 +781,12 @@ void LocalPlayer::applyControl(float dtime)
                                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
@@ -805,6 +849,12 @@ void LocalPlayer::applyControl(float dtime)
                        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)