ToolDefManager serialization
[oweals/minetest.git] / src / player.cpp
index 198eca95706c4a3d8c2f9149af7922cb93a959d3..8e73f350150edb3f318b5a98fc7ceb6795acd283 100644 (file)
@@ -22,16 +22,28 @@ 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 "main.h" // For g_settings
+#include "settings.h"
+#include "nodedef.h"
+#include "environment.h"
+#include "gamedef.h"
 
-
-Player::Player():
+Player::Player(IGameDef *gamedef):
        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),
+// protected
+       m_gamedef(gamedef),
+       m_selected_item(0),
        m_pitch(0),
        m_yaw(0),
        m_speed(0,0,0),
@@ -43,6 +55,12 @@ Player::Player():
 
 Player::~Player()
 {
+       delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+       m_selected_item = item;
 }
 
 void Player::resetInventory()
@@ -106,8 +124,13 @@ 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)
@@ -127,16 +150,12 @@ void Player::deSerialize(std::istream &is)
                args.parseConfigLine(line);
        }
 
-       //args.getS32("version");
+       //args.getS32("version"); // Version field value not used
        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");
+       setPitch(args.getFloat("pitch"));
+       setYaw(args.getFloat("yaw"));
+       setPosition(args.getV3F("position"));
        try{
                craftresult_is_preview = args.getBool("craftresult_is_preview");
        }catch(SettingNotFoundException &e){
@@ -147,22 +166,87 @@ void Player::deSerialize(std::istream &is)
        }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);
+       inventory.deSerialize(is, m_gamedef);
+}
+
+/*
+       ServerRemotePlayer
+*/
+
+ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
+       Player(env->getGameDef()),
+       ServerActiveObject(env, v3f(0,0,0))
+{
+}
+ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
+               const char *name_):
+       Player(env->getGameDef()),
+       ServerActiveObject(env, pos_)
+{
+       setPosition(pos_);
+       peer_id = peer_id_;
+       updateName(name_);
+}
+
+/* ServerActiveObject interface */
+
+InventoryItem* ServerRemotePlayer::getWieldedItem()
+{
+       InventoryList *list = inventory.getList("main");
+       if (list)
+               return list->getItem(m_selected_item);
+       return NULL;
+}
+void ServerRemotePlayer::damageWieldedItem(u16 amount)
+{
+       infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
+                       <<amount<<std::endl;
+       InventoryList *list = inventory.getList("main");
+       if(!list)
+               return;
+       InventoryItem *item = list->getItem(m_selected_item);
+       if(item && (std::string)item->getName() == "ToolItem"){
+               ToolItem *titem = (ToolItem*)item;
+               bool weared_out = titem->addWear(amount);
+               if(weared_out)
+                       list->deleteItem(m_selected_item);
+       }
+}
+bool ServerRemotePlayer::addToInventory(InventoryItem *item)
+{
+       infostream<<"Adding "<<item->getName()<<" into "<<getName()
+                       <<"'s inventory"<<std::endl;
+       
+       InventoryList *ilist = inventory.getList("main");
+       if(ilist == NULL)
+               return false;
+       
+       // In creative mode, just delete the item
+       if(g_settings->getBool("creative_mode")){
+               return false;
+       }
+
+       // Skip if inventory has no free space
+       if(ilist->roomForItem(item) == false)
+       {
+               infostream<<"Player inventory has no free space"<<std::endl;
+               return false;
+       }
+
+       // Add to inventory
+       InventoryItem *leftover = ilist->addItem(item);
+       assert(!leftover);
+
+       return true;
+}
+void ServerRemotePlayer::setHP(s16 hp_)
+{
+       hp = hp_;
+}
+s16 ServerRemotePlayer::getHP()
+{
+       return hp;
 }
 
 /*
@@ -172,9 +256,11 @@ void Player::deSerialize(std::istream &is)
 #ifndef SERVER
 
 RemotePlayer::RemotePlayer(
+               IGameDef *gamedef,
                scene::ISceneNode* parent,
                IrrlichtDevice *device,
                s32 id):
+       Player(gamedef),
        scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
        m_text(NULL)
 {
@@ -289,7 +375,8 @@ void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer():
+LocalPlayer::LocalPlayer(IGameDef *gamedef):
+       Player(gamedef),
        m_sneak_node(32767,32767,32767),
        m_sneak_node_exists(false)
 {
@@ -305,10 +392,14 @@ 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, BS);
 
+       v3f old_speed = m_speed;
+
        /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
                        <<oldpos_i.Z<<")"<<std::endl;*/
 
@@ -316,9 +407,9 @@ 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);
@@ -340,13 +431,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                if(in_water)
                {
                        v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
-                       in_water = content_liquid(map.getNode(pp).d);
+                       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 = content_liquid(map.getNode(pp).d);
+                       in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
                }
        }
        catch(InvalidPositionException &e)
@@ -359,13 +450,28 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        */
        try{
                v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
-               in_water_stable = content_liquid(map.getNode(pp).d);
+               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;
+       }
+
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -405,8 +511,23 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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);
+                               }
+                       }*/
                }
        }
 
@@ -437,13 +558,15 @@ 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
        */
@@ -451,13 +574,15 @@ 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)).d) == false)
+                       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
                }
@@ -482,6 +607,8 @@ 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.
@@ -557,13 +684,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                        */
                        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)
@@ -573,7 +700,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                                                info.speed = m_speed.Y - old_speed.Y;
                                                collision_info->push_back(info);
                                        }
-                               }
+                               }*/
                        }
                
                }
@@ -616,10 +743,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
 
                        try{
                                // The node to be sneaked on has to be walkable
-                               if(content_walkable(map.getNode(p).d) == false)
+                               if(nodemgr->get(map.getNode(p)).walkable == false)
                                        continue;
                                // And the node above it has to be nonwalkable
-                               if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+                               if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
                                        continue;
                        }
                        catch(InvalidPositionException &e)
@@ -656,6 +783,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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)
@@ -680,11 +822,11 @@ 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;
@@ -711,6 +853,12 @@ 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
@@ -773,6 +921,12 @@ 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)