X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Flocalplayer.cpp;h=1a238cb4787789c0f45d25cecf5abd015765517d;hb=2fee2baf98cd452f7d0e4acb6c82617b7c7b995a;hp=16111629e60662a36178046e72f713174eb8944c;hpb=b17d3e7ad7e59a10df50277c15174529f20d0bed;p=oweals%2Fminetest.git diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 16111629e..1a238cb47 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "gamedef.h" #include "nodedef.h" #include "settings.h" +#include "environment.h" #include "map.h" #include "util/numeric.h" @@ -34,12 +35,26 @@ with this program; if not, write to the Free Software Foundation, Inc., LocalPlayer::LocalPlayer(IGameDef *gamedef): Player(gamedef), + parent(0), + isAttached(false), + overridePosition(v3f(0,0,0)), + last_position(v3f(0,0,0)), + last_speed(v3f(0,0,0)), + last_pitch(0), + last_yaw(0), + last_keyPressed(0), + eye_offset_first(v3f(0,0,0)), + eye_offset_third(v3f(0,0,0)), + last_animation(NO_ANIM), + hotbar_image(""), + hotbar_selected_image(""), m_sneak_node(32767,32767,32767), m_sneak_node_exists(false), m_old_node_below(32767,32767,32767), m_old_node_below_type("air"), m_need_to_get_new_sneak_node(true), - m_can_jump(false) + m_can_jump(false), + m_cao(NULL) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points @@ -50,22 +65,34 @@ LocalPlayer::~LocalPlayer() { } -void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, - core::list *collision_info) +void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, + std::list *collision_info) { + Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); v3f old_speed = m_speed; - // Skip collision detection if a special movement mode is used + // Copy parent position if local player is attached + if(isAttached) + { + setPosition(overridePosition); + m_sneak_node_exists = false; + return; + } + + // Skip collision detection if noclip mode is used bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); - bool free_move = fly_allowed && g_settings->getBool("free_move"); + bool noclip = m_gamedef->checkLocalPrivilege("noclip") && + g_settings->getBool("noclip"); + bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if(free_move) { position += m_speed * dtime; setPosition(position); + m_sneak_node_exists = false; return; } @@ -74,37 +101,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, */ /* - Check if player is in water (the oscillating value) + Check if player is in liquid (the oscillating value) */ try{ - // If in water, the threshold of coming out is at higher y - if(in_water) + // If in liquid, the threshold of coming out is at higher y + if(in_liquid) { v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS); - in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); + in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity; } - // If not in water, the threshold of going in is at lower y + // If not in liquid, the threshold of going in is at lower y else { v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS); - in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); + in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity; } } catch(InvalidPositionException &e) { - in_water = false; + in_liquid = false; } /* - Check if player is in water (the stable value) + Check if player is in liquid (the stable value) */ try{ v3s16 pp = floatToInt(position + v3f(0,0,0), BS); - in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); + in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); } catch(InvalidPositionException &e) { - in_water_stable = false; + in_liquid_stable = false; } /* @@ -114,8 +143,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, 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); + is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable || + nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move); } catch(InvalidPositionException &e) { @@ -133,9 +162,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, // This should always apply, otherwise there are glitches assert(d > pos_max_d); - float player_radius = BS*0.30; - float player_height = BS*1.55; - // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; @@ -143,41 +169,34 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, If sneaking, keep in range from the last walked node and don't fall off from it */ - if(control.sneak && m_sneak_node_exists) + if(control.sneak && m_sneak_node_exists && + !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && + physics_override_sneak) { f32 maxd = 0.5*BS + sneak_max; 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); - f32 min_y = lwn_f.Y + 0.5*BS; - if(position.Y < min_y) + if(!is_climbing) { - position.Y = min_y; + f32 min_y = lwn_f.Y + 0.5*BS; + if(position.Y < min_y) + { + position.Y = min_y; - if(m_speed.Y < 0) - m_speed.Y = 0; + if(m_speed.Y < 0) + m_speed.Y = 0; + } } } - /* - Calculate player collision box (new and old) - */ - core::aabbox3d playerbox( - -player_radius, - 0.0, - -player_radius, - player_radius, - player_height, - player_radius - ); - float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); v3f accel_f = v3f(0,0,0); - collisionMoveResult result = collisionMoveSimple(&map, m_gamedef, - pos_max_d, playerbox, player_stepheight, dtime, + collisionMoveResult result = collisionMoveSimple(env, m_gamedef, + pos_max_d, m_collisionbox, player_stepheight, dtime, position, m_speed, accel_f); /* @@ -189,7 +208,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; - bool standing_on_unloaded = result.standing_on_unloaded; + //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the @@ -198,7 +217,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, */ v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS); if(m_sneak_node_exists && - nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" && + nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, @@ -206,13 +225,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } - else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air") + else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } - if(m_need_to_get_new_sneak_node) + if(m_need_to_get_new_sneak_node && physics_override_sneak) { v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); v2f player_p2df(position.X, position.Z); @@ -246,11 +265,16 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, try{ // The node to be sneaked on has to be walkable - if(nodemgr->get(map.getNode(p)).walkable == false) + if(nodemgr->get(map->getNode(p)).walkable == false) continue; // And the node above it has to be nonwalkable - if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true) + if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) { continue; + } + if (!physics_override_sneak_glitch) { + if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable) + continue; + } } catch(InvalidPositionException &e) { @@ -282,29 +306,40 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, /* Report collisions */ - if(collision_info) + bool bouncy_jump = false; + // Dont report if flying + if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { - // 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; + for(size_t i=0; ipush_back(info); + if(info.new_speed.Y - info.old_speed.Y > 0.1*BS && + info.bouncy) + bouncy_jump = true; } } + if(bouncy_jump && control.jump){ + m_speed.Y += movement_speed_jump*BS; + touching_ground = false; + MtEvent *e = new SimpleTriggerEvent("PlayerJump"); + m_gamedef->event()->put(e); + } + if(!touching_ground_was && touching_ground){ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); + + // Set camera impact value to be used for view bobbing + camera_impact = getSpeed().Y * -1; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); - MapNode n = map.getNodeNoEx(camera_np); + MapNode n = map->getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ - if(nodemgr->get(n).walkable){ + if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } @@ -314,82 +349,85 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); - m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name; + m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ - const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos())); + const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible - m_can_jump = touching_ground; + m_can_jump = touching_ground && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; } -void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) +void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d) { - move(dtime, map, pos_max_d, NULL); + move(dtime, env, pos_max_d, NULL); } void LocalPlayer::applyControl(float dtime) { // Clear stuff - swimming_up = false; + swimming_vertical = false; - // Random constants - f32 walk_acceleration = 4.0 * BS; - f32 walkspeed_max = 4.0 * BS; - setPitch(control.pitch); setYaw(control.yaw); - + + // Nullify speed and don't run positioning code if the player is attached + if(isAttached) + { + setSpeed(v3f(0,0,0)); + return; + } + v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); - v3f speed = v3f(0,0,0); + v3f speedH = v3f(0,0,0); // Horizontal (X, Z) + v3f speedV = v3f(0,0,0); // Vertical (Y) bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool fast_allowed = m_gamedef->checkLocalPrivilege("fast"); bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); + // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible + bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends"); bool continuous_forward = g_settings->getBool("continuous_forward"); - if(free_move || is_climbing) - { - v3f speed = getSpeed(); - speed.Y = 0; - setSpeed(speed); - } - // Whether superspeed mode is used or not bool superspeed = false; - // If free movement and fast movement, always move fast - if(free_move && fast_move) + if(g_settings->getBool("always_fly_fast") && free_move && fast_move) superspeed = true; - + // Old descend control if(g_settings->getBool("aux1_descends")) { + // If free movement and fast movement, always move fast + if(free_move && fast_move) + superspeed = true; + // Auxiliary button 1 (E) if(control.aux1) { if(free_move) { // In free movement mode, aux1 descends - v3f speed = getSpeed(); if(fast_move) - speed.Y = -20*BS; + speedV.Y = -movement_speed_fast; else - speed.Y = -walkspeed_max; - setSpeed(speed); + speedV.Y = -movement_speed_walk; + } + else if(in_liquid || in_liquid_stable) + { + speedV.Y = -movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = -3*BS; - setSpeed(speed); + speedV.Y = -movement_speed_climb; } else { @@ -406,10 +444,9 @@ void LocalPlayer::applyControl(float dtime) // Auxiliary button 1 (E) if(control.aux1) { - if(!free_move && !is_climbing) + if(!is_climbing) { - // If not free movement but fast is allowed, aux1 is - // "Turbo button" + // aux1 is "Turbo button" if(fast_move) superspeed = true; } @@ -420,54 +457,67 @@ void LocalPlayer::applyControl(float dtime) if(free_move) { // In free movement mode, sneak descends - v3f speed = getSpeed(); - if(fast_move) - speed.Y = -20*BS; + if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast"))) + speedV.Y = -movement_speed_fast; else - speed.Y = -walkspeed_max; - setSpeed(speed); + speedV.Y = -movement_speed_walk; + } + else if(in_liquid || in_liquid_stable) + { + if(fast_climb) + speedV.Y = -movement_speed_fast; + else + speedV.Y = -movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = -3*BS; - setSpeed(speed); + if(fast_climb) + speedV.Y = -movement_speed_fast; + else + speedV.Y = -movement_speed_climb; } } } if(continuous_forward) - speed += move_direction; + speedH += move_direction; if(control.up) { if(continuous_forward) superspeed = true; else - speed += move_direction; + speedH += move_direction; } if(control.down) { - speed -= move_direction; + speedH -= move_direction; } if(control.left) { - speed += move_direction.crossProduct(v3f(0,1,0)); + speedH += move_direction.crossProduct(v3f(0,1,0)); } if(control.right) { - speed += move_direction.crossProduct(v3f(0,-1,0)); + speedH += move_direction.crossProduct(v3f(0,-1,0)); } if(control.jump) { if(free_move) { - v3f speed = getSpeed(); - if(fast_move) - speed.Y = 20*BS; - else - speed.Y = walkspeed_max; - setSpeed(speed); + if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) + { + if(fast_move) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + } else { + if(fast_move && control.aux1) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + } } else if(m_can_jump) { @@ -476,55 +526,67 @@ void LocalPlayer::applyControl(float dtime) raising the height at which the jump speed is kept at its starting value */ - v3f speed = getSpeed(); - if(speed.Y >= -0.5*BS) + v3f speedJ = getSpeed(); + if(speedJ.Y >= -0.5 * BS) { - speed.Y = 6.5*BS; - setSpeed(speed); + speedJ.Y = movement_speed_jump * physics_override_jump; + setSpeed(speedJ); MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } } - // Use the oscillating value for getting out of water - // (so that the player doesn't fly on the surface) - else if(in_water) + else if(in_liquid) { - v3f speed = getSpeed(); - speed.Y = 1.5*BS; - setSpeed(speed); - swimming_up = true; + if(fast_climb) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = 3*BS; - setSpeed(speed); + if(fast_climb) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_climb; } } // The speed of the player (Y is ignored) - if(superspeed) - speed = speed.normalize() * walkspeed_max * 5.0; - else if(control.sneak) - speed = speed.normalize() * walkspeed_max / 3.0; + if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) + speedH = speedH.normalize() * movement_speed_fast; + else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable) + speedH = speedH.normalize() * movement_speed_crouch; else - speed = speed.normalize() * walkspeed_max; - - f32 inc = walk_acceleration * BS * dtime; - - // Faster acceleration if fast and free movement - if(free_move && fast_move) - inc = walk_acceleration * BS * dtime * 10; - + speedH = speedH.normalize() * movement_speed_walk; + + // Acceleration increase + f32 incH = 0; // Horizontal (X, Z) + f32 incV = 0; // Vertical (Y) + if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump)) + { + // Jumping and falling + if(superspeed || (fast_move && control.aux1)) + incH = movement_acceleration_fast * BS * dtime; + else + incH = movement_acceleration_air * BS * dtime; + incV = 0; // No vertical acceleration in air + } + else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) + incH = incV = movement_acceleration_fast * BS * dtime; + else + incH = incV = movement_acceleration_default * BS * dtime; + // Accelerate to target speed with maximum increment - accelerate(speed, inc); + accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed); + accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed); } v3s16 LocalPlayer::getStandingNodePos() { if(m_sneak_node_exists) return m_sneak_node; - return floatToInt(getPosition(), BS); + return floatToInt(getPosition() - v3f(0, BS, 0), BS); }