#include <ITextSceneNode.h>
#endif
#include "settings.h"
+#include "mapnode_contentfeatures.h"
Player::Player():
touching_ground(false),
in_water_stable(false),
is_climbing(false),
swimming_up(false),
- is_frozen(false),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
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){
}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);
}
+/*
+ ServerRemotePlayer
+*/
+
+/* 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;
+}
+
/*
RemotePlayer
*/
/*
Calculate new position
*/
- if(is_frozen) {
- // Still move very slowly so as not to feel all completely stuck
- position += m_speed * dtime * 0.001;
- }
- else {
- position += m_speed * dtime;
- }
+ position += m_speed * dtime;
- /*
- If the player enters an unloaded chunk this is set to true.
- */
- is_frozen = false;
-
// Skip collision detection if a special movement mode is used
bool free_move = g_settings->getBool("free_move");
if(free_move)
<<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)).getContent()) == false)
}
catch(InvalidPositionException &e)
{
- if(!is_frozen) {
- // freeze when entering unloaded areas
- is_frozen = true;
- }
- continue;
+ is_unloaded = true;
+ // Doing nothing here will block the player from
+ // walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
&& 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(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;