X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Flocalplayer.cpp;h=e55464479aa177b6042d949230ff74aad038b5bc;hb=ad5ac39d8d1a8b8f6f0fe077e20bac914ddc624b;hp=8b6d7e2f6c679052bf462be926c6f201bd7960a3;hpb=8d920dd09b2c354bf9993d9184132f7f2a68b027;p=oweals%2Fminetest.git diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 8b6d7e2f6..e55464479 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 @@ -19,12 +19,12 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "localplayer.h" -#include "main.h" // For g_settings #include "event.h" #include "collision.h" #include "gamedef.h" #include "nodedef.h" #include "settings.h" +#include "environment.h" #include "map.h" #include "util/numeric.h" @@ -32,8 +32,9 @@ with this program; if not, write to the Free Software Foundation, Inc., LocalPlayer */ -LocalPlayer::LocalPlayer(IGameDef *gamedef): - Player(gamedef), +LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name): + Player(gamedef, name), + parent(0), isAttached(false), overridePosition(v3f(0,0,0)), last_position(v3f(0,0,0)), @@ -41,35 +42,43 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef): last_pitch(0), last_yaw(0), last_keyPressed(0), + last_animation(NO_ANIM), + hotbar_image(""), + hotbar_selected_image(""), + light_color(255,255,255,255), m_sneak_node(32767,32767,32767), m_sneak_node_exists(false), + m_need_to_get_new_sneak_node(true), + m_sneak_node_bb_ymax(0), 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 hp = 0; + eye_offset_first = v3f(0,0,0); + eye_offset_third = v3f(0,0,0); } 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::vector *collision_info) { + Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); - v3f old_speed = m_speed; - // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); + m_sneak_node_exists = false; return; } @@ -78,50 +87,59 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, 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; + if (free_move) { + position += m_speed * dtime; setPosition(position); + m_sneak_node_exists = false; return; } /* Collision detection */ - + + bool is_valid_position; + MapNode node; + v3s16 pp; + /* Check if player is in liquid (the oscillating value) */ - try{ - // 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_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); - liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity; - } - // 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_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); - liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity; + + // If in liquid, the threshold of coming out is at higher y + if (in_liquid) + { + pp = floatToInt(position + v3f(0,BS*0.1,0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) { + in_liquid = nodemgr->get(node.getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; + } else { + in_liquid = false; } } - catch(InvalidPositionException &e) + // If not in liquid, the threshold of going in is at lower y + else { - in_liquid = false; + pp = floatToInt(position + v3f(0,BS*0.5,0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) { + in_liquid = nodemgr->get(node.getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; + } else { + in_liquid = false; + } } + /* Check if player is in liquid (the stable value) */ - try{ - v3s16 pp = floatToInt(position + v3f(0,0,0), BS); - in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); - } - catch(InvalidPositionException &e) - { + pp = floatToInt(position + v3f(0,0,0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) { + in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); + } else { in_liquid_stable = false; } @@ -129,17 +147,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, 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) - { + + pp = floatToInt(position + v3f(0,0.5*BS,0), BS); + v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + bool is_valid_position2; + MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); + + if (!(is_valid_position && is_valid_position2)) { is_climbing = false; + } else { + is_climbing = (nodemgr->get(node.getContent()).climbable + || nodemgr->get(node2.getContent()).climbable) && !free_move; } + /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement @@ -149,11 +171,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, f32 d = 0.15*BS; // This should always apply, otherwise there are glitches - assert(d > pos_max_d); + sanity_check(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; @@ -161,44 +180,40 @@ 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 && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid) - { - f32 maxd = 0.5*BS + sneak_max; + 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); - - if(!is_climbing) - { - 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 (!is_climbing) { + // Move up if necessary + f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax; + if (position.Y < new_y) + position.Y = new_y; + /* + Collision seems broken, since player is sinking when + sneaking over the edges of current sneaking_node. + TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. + */ + 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 - ); - + // this shouldn't be hardcoded but transmitted from server float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); +#ifdef __ANDROID__ + player_stepheight += (0.5 * BS); +#endif + 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); /* @@ -209,7 +224,7 @@ 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; /* @@ -217,27 +232,28 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ - 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" && - m_old_node_below_type != "air") - { + f32 position_y_mod = 0.05 * BS; + if (m_sneak_node_bb_ymax > 0) + position_y_mod = m_sneak_node_bb_ymax - position_y_mod; + v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); + if (m_sneak_node_exists && + 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, // it wasn't air before but now it is 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) - { - v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); + + if (m_need_to_get_new_sneak_node && physics_override_sneak) { + m_sneak_node_bb_ymax = 0; + v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS); v2f player_p2df(position.X, position.Z); - f32 min_distance_f = 100000.0*BS; + f32 min_distance_f = 100000.0 * BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { @@ -260,33 +276,49 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, f32 max_axis_distance_f = MYMAX( fabs(player_p2df.X-node_p2df.X), fabs(player_p2df.Y-node_p2df.Y)); - + if(distance_f > min_distance_f || max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS) continue; - try{ - // The node to be sneaked on has to be walkable - 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) - continue; - } - catch(InvalidPositionException &e) - { + + // The node to be sneaked on has to be walkable + node = map->getNodeNoEx(p, &is_valid_position); + if (!is_valid_position || nodemgr->get(node).walkable == false) + continue; + // And the node above it has to be nonwalkable + node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position); + if (!is_valid_position || nodemgr->get(node).walkable) { continue; } + if (!physics_override_sneak_glitch) { + node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position); + if (!is_valid_position || nodemgr->get(node).walkable) + continue; + } min_distance_f = distance_f; new_sneak_node = p; } - - bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); + + bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; + if (sneak_node_found) { + f32 cb_max = 0; + MapNode n = map->getNodeNoEx(m_sneak_node); + std::vector nodeboxes = n.getCollisionBoxes(nodemgr); + for (std::vector::iterator it = nodeboxes.begin(); + it != nodeboxes.end(); ++it) { + aabb3f box = *it; + if (box.MaxEdge.Y > cb_max) + cb_max = box.MaxEdge.Y; + } + m_sneak_node_bb_ymax = cb_max; + } + /* If sneaking, the player's collision box can be in air, so this has to be set explicitly @@ -294,44 +326,36 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, if(sneak_node_found && control.sneak) touching_ground = true; } - + /* Set new position */ setPosition(position); - + /* Report collisions */ - bool bouncy_jump = false; + // Dont report if flying - if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) - { - for(size_t i=0; igetBool("free_move") && fly_allowed)) { + 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){ + if(!result.standing_on_object && !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 && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; @@ -343,21 +367,34 @@ 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 && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; + // Jump key pressed while jumping off from a bouncy block + if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && + m_speed.Y >= -0.5 * BS) { + float jumpspeed = movement_speed_jump * physics_override_jump; + if (m_speed.Y > 1) { + // Reduce boost when speed already is high + m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); + } else { + m_speed.Y += jumpspeed; + } + setSpeed(m_speed); + 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) @@ -377,22 +414,24 @@ void LocalPlayer::applyControl(float dtime) v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); - + 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"); - bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends")); + // 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"); + bool always_fly_fast = g_settings->getBool("always_fly_fast"); // Whether superspeed mode is used or not bool superspeed = false; - - if(g_settings->getBool("always_fly_fast") && free_move && fast_move) + + if (always_fly_fast && free_move && fast_move) superspeed = true; // Old descend control @@ -401,7 +440,7 @@ void LocalPlayer::applyControl(float dtime) // If free movement and fast movement, always move fast if(free_move && fast_move) superspeed = true; - + // Auxiliary button 1 (E) if(control.aux1) { @@ -415,14 +454,12 @@ void LocalPlayer::applyControl(float dtime) } else if(in_liquid || in_liquid_stable) { - // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict - speedV.Y = -movement_speed_fast; + speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { - // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict - speedV.Y = -movement_speed_fast; + speedV.Y = -movement_speed_climb; } else { @@ -452,15 +489,14 @@ void LocalPlayer::applyControl(float dtime) if(free_move) { // In free movement mode, sneak descends - if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast"))) + if (fast_move && (control.aux1 || always_fly_fast)) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; } else if(in_liquid || in_liquid_stable) { - if(fast_or_aux1_descends) - // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict + if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; @@ -468,8 +504,7 @@ void LocalPlayer::applyControl(float dtime) } else if(is_climbing) { - if(fast_or_aux1_descends) - // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict + if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_climb; @@ -477,15 +512,16 @@ void LocalPlayer::applyControl(float dtime) } } - if(continuous_forward) + if (continuous_forward) speedH += move_direction; - if(control.up) - { - if(continuous_forward) - superspeed = true; - else + if (control.up) { + if (continuous_forward) { + if (fast_move) + superspeed = true; + } else { speedH += move_direction; + } } if(control.down) { @@ -501,11 +537,9 @@ void LocalPlayer::applyControl(float dtime) } if(control.jump) { - if(free_move) - { - if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) - { - if(fast_move) + if (free_move) { + if (g_settings->getBool("aux1_descends") || always_fly_fast) { + if (fast_move) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; @@ -526,17 +560,16 @@ void LocalPlayer::applyControl(float dtime) v3f speedJ = getSpeed(); if(speedJ.Y >= -0.5 * BS) { - speedJ.Y = movement_speed_jump; + speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); - + MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } } else if(in_liquid) { - if(fast_or_aux1_descends) - // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict + if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; @@ -544,8 +577,7 @@ void LocalPlayer::applyControl(float dtime) } else if(is_climbing) { - if(fast_or_aux1_descends) - // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict + if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_climb; @@ -553,7 +585,7 @@ void LocalPlayer::applyControl(float dtime) } // The speed of the player (Y is ignored) - if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)) + 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; @@ -572,23 +604,20 @@ void LocalPlayer::applyControl(float dtime) incH = movement_acceleration_air * BS * dtime; incV = 0; // No vertical acceleration in air } - else if(superspeed || (fast_move && control.aux1)) - incH = incV = movement_acceleration_fast * BS * dtime; - else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends) - // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict + 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 - accelerateHorizontal(speedH, incH); - accelerateVertical(speedV, incV); + 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); }