#include "connection.h"
#include "constants.h"
#include "utility.h"
-
-// Convert a privileges value into a human-readable string,
-// with each component separated by a comma.
-std::wstring privsToString(u64 privs)
-{
- std::wostringstream os(std::ios_base::binary);
- if(privs & PRIV_BUILD)
- os<<L"build,";
- if(privs & PRIV_TELEPORT)
- os<<L"teleport,";
- if(privs & PRIV_SETTIME)
- os<<L"settime,";
- if(privs & PRIV_PRIVS)
- os<<L"privs,";
- if(os.tellp())
- {
- // Drop the trailing comma. (Why on earth can't
- // you truncate a C++ stream anyway???)
- std::wstring tmp = os.str();
- return tmp.substr(0, tmp.length() -1);
- }
- return os.str();
-}
-
-// Converts a comma-seperated list of privilege values into a
-// privileges value. The reverse of privsToString(). Returns
-// PRIV_INVALID if there is anything wrong with the input.
-u64 stringToPrivs(std::wstring str)
-{
- u64 privs=0;
- std::vector<std::wstring> pr;
- pr=str_split(str, ',');
- for(std::vector<std::wstring>::iterator i = pr.begin();
- i != pr.end(); ++i)
- {
- if(*i == L"build")
- privs |= PRIV_BUILD;
- else if(*i == L"teleport")
- privs |= PRIV_TELEPORT;
- else if(*i == L"settime")
- privs |= PRIV_SETTIME;
- else if(*i == L"privs")
- privs |= PRIV_PRIVS;
- else
- return PRIV_INVALID;
- }
- return privs;
-}
-
+#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),
- m_position(0,0,0),
- privs(PRIV_DEFAULT)
+ m_position(0,0,0)
{
updateName("<not set>");
resetInventory();
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.setU64("privs", privs);
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");
}catch(SettingNotFoundException &e){
hp = 20;
}
- try{
+ /*try{
std::string sprivs = args.get("privs");
if(sprivs == "all")
{
}
}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;
v3f oldpos = position;
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);
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- in_water = content_liquid(map.getNode(pp).d);
+ 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), BS);
- in_water = content_liquid(map.getNode(pp).d);
+ in_water = content_liquid(map.getNode(pp).getContent());
}
}
catch(InvalidPositionException &e)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- in_water_stable = content_liquid(map.getNode(pp).d);
+ 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
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{
// Player collides into walkable nodes
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
+ 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
}
&& 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;
+ //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)
+ /*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
- }
+ }*/
}
}
try{
// The node to be sneaked on has to be walkable
- if(content_walkable(map.getNode(p).d) == false)
+ 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)).d) == true)
+ if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
continue;
}
catch(InvalidPositionException &e)
Set new position
*/
setPosition(position);
+
+ /*
+ Report collisions
+ */
+ 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)
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)