--
minetest.registered_privileges = {}
-function minetest.register_privilege(name, description)
- minetest.registered_privileges[name] = description
+
+function minetest.register_privilege(name, param)
+ local function fill_defaults(def)
+ if def.give_to_singleplayer == nil then
+ def.give_to_singleplayer = true
+ end
+ if def.description == nil then
+ def.description = "(no description)"
+ end
+ end
+ local def = {}
+ if type(param) == "table" then
+ def = param
+ else
+ def = {description = param}
+ end
+ fill_defaults(def)
+ minetest.registered_privileges[name] = def
end
minetest.register_privilege("interact", "Can interact with things and modify the world")
minetest.register_privilege("ban", "Can ban and unban players")
minetest.register_privilege("give", "Can use /give and /giveme")
minetest.register_privilege("password", "Can use /setpassword and /clearpassword")
+minetest.register_privilege("fly", {
+ description = "Can fly using the free_move mode",
+ give_to_singleplayer = false,
+})
+minetest.register_privilege("fast", {
+ description = "Can walk fast using the fast_move mode",
+ give_to_singleplayer = false,
+})
--
-- Chat commands
end
elseif param == "privs" then
minetest.chat_send_player(name, "Available privileges:")
- for priv, desc in pairs(minetest.registered_privileges) do
- minetest.chat_send_player(name, priv..": "..desc)
+ for priv, def in pairs(minetest.registered_privileges) do
+ minetest.chat_send_player(name, priv..": "..def.description)
end
else
local cmd = param
local revokeprivs = minetest.string_to_privs(revokeprivstr)
local privs = minetest.get_player_privs(revokename)
for priv, _ in pairs(revokeprivs) do
- table.remove(privs, priv)
+ privs[priv] = nil
end
minetest.set_player_privs(revokename, privs)
end,
end
io.close(file)
minetest.auth_table = newtable
+ minetest.notify_authentication_modified()
end
local function save_auth_file()
minetest.builtin_auth_handler = {
get_auth = function(name)
assert(type(name) == "string")
+ -- Figure out what password to use for a new player (singleplayer
+ -- always has an empty password, otherwise use default, which is
+ -- usually empty too)
+ local new_password_hash = ""
+ if not minetest.is_singleplayer() then
+ new_password_hash = minetest.get_password_hash(name, minetest.setting_get("default_password"))
+ end
+ -- Add player to authentication table if not there already
if not minetest.auth_table[name] then
minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
end
+ -- Figure out what privileges the player should have.
+ -- Take a copy of the privilege table
+ local privileges = {}
+ for priv, _ in pairs(minetest.auth_table[name].privileges) do
+ privileges[priv] = true
+ end
+ -- If singleplayer, give all privileges except those marked as give_to_singleplayer = false
if minetest.is_singleplayer() then
- return {
- password = "",
- privileges = minetest.registered_privileges
- }
- else
- if minetest.auth_table[name] and name == minetest.setting_get("name") then
- return {
- password = minetest.auth_table[name].password,
- privileges = minetest.registered_privileges
- }
- else
- return minetest.auth_table[name]
+ for priv, def in pairs(minetest.registered_privileges) do
+ if def.give_to_singleplayer then
+ privileges[priv] = true
+ end
+ end
+ -- For the admin, give everything
+ elseif name == minetest.setting_get("name") then
+ for priv, def in pairs(minetest.registered_privileges) do
+ privileges[priv] = true
end
end
+ -- All done
+ return {
+ password = minetest.auth_table[name].password,
+ privileges = privileges,
+ }
end,
create_auth = function(name, password)
assert(type(name) == "string")
minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
end
minetest.auth_table[name].privileges = privileges
+ minetest.notify_authentication_modified(name)
save_auth_file()
end
}
^ currently called _before_ repositioning of player occurs
minetest.register_on_chat_message(func(name, message))
minetest.register_chatcommand(cmd, chatcommand definition)
-minetest.register_privilege(name, description)
+minetest.register_privilege(name, definition)
+^ definition: "description text"
+^ definition: {
+ description = "description text",
+ give_to_singleplayer = boolean, -- default: true
+ }
minetest.register_authentication_handler(handler)
^ See minetest.builtin_auth_handler in builtin.lua for reference
minetest.add_to_creative_inventory(itemstring)
Authentication:
+minetest.notify_authentication_modified(name)
+^ Should be called by the authentication handler if privileges change.
+^ To report everybody, set name=nil.
minetest.get_password_hash(name, raw_password)
-minetest.set_player_password(name, password_hash)
+^ Convert a name-password pair to a password hash that minetest can use
minetest.string_to_privs(str) -> {priv1=true,...}
minetest.privs_to_string(privs) -> "priv1,priv2,..."
+^ Convert between two privilege representations
+minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
+^ These call the authentication handler
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
+^ A quickhand for checking privileges
Chat:
minetest.chat_send_all(text)
set(minetest_SRCS
${common_SRCS}
${sound_SRCS}
+ localplayer.cpp
sky.cpp
clientmap.cpp
content_cso.cpp
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
(g_settings->getBool("view_bobbing") == true) &&
- (g_settings->getBool("free_move") == false))
+ (g_settings->getBool("free_move") == false ||
+ !m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;
m_sound->stopSound(client_id);
}
}
+ else if(command == TOCLIENT_PRIVILEGES)
+ {
+ std::string datastring((char*)&data[2], datasize-2);
+ std::istringstream is(datastring, std::ios_base::binary);
+
+ m_privileges.clear();
+ infostream<<"Client: Privileges updated: ";
+ u16 num_privileges = readU16(is);
+ for(u16 i=0; i<num_privileges; i++){
+ std::string priv = deSerializeString(is);
+ m_privileges.insert(priv);
+ infostream<<priv<<" ";
+ }
+ infostream<<std::endl;
+ }
else
{
infostream<<"Client: Ignoring unknown command "
#ifndef CLIENT_HEADER
#define CLIENT_HEADER
-#ifndef SERVER
-
#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
#include "inventorymanager.h"
#include "filesys.h"
#include "filecache.h"
+#include "localplayer.h"
struct MeshMakeData;
class MapBlockMesh;
u16 getHP();
- float getAvgRtt()
- {
- try{
- return m_con.GetPeerAvgRTT(PEER_ID_SERVER);
- } catch(con::PeerNotFoundException){
- return 1337;
- }
- }
+ bool checkPrivilege(const std::string &priv)
+ { return (m_privileges.count(priv) != 0); }
bool getChatMessage(std::wstring &message);
void typeChatMessage(const std::wstring& message);
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
+ virtual bool checkLocalPrivilege(const std::string &priv)
+ { return checkPrivilege(priv); }
private:
std::map<int, s32> m_sounds_client_to_server;
// And relations to objects
std::map<int, u16> m_sounds_to_objects;
-};
-#endif // !SERVER
+ // Privileges
+ std::set<std::string> m_privileges;
+};
#endif // !CLIENT_HEADER
PROTOCOL_VERSION 9:
ContentFeatures and NodeDefManager use a different serialization
format; better for future version cross-compatibility
+ Many things
+ PROTOCOL_VERSION 10:
+ TOCLIENT_PRIVILEGES
+ Version raised to force 'fly' and 'fast' privileges into effect.
*/
-#define PROTOCOL_VERSION 9
+#define PROTOCOL_VERSION 10
#define PROTOCOL_ID 0x4f457403
u16 command
s32 sound_id
*/
+
+ TOCLIENT_PRIVILEGES = 0x41,
+ /*
+ u16 command
+ u16 number of privileges
+ for each privilege
+ u16 len
+ u8[len] privilege
+ */
};
enum ToServerCommand
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
+#include "localplayer.h"
class Settings;
struct ToolCapabilities;
#include "gamedef.h"
#ifndef SERVER
#include "clientmap.h"
+#include "localplayer.h"
#endif
#include "daynightratio.h"
stepTimeOfDay(dtime);
// Get some settings
- bool free_move = g_settings->getBool("free_move");
+ bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
+ bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
g_settings->set("free_move","true");
statustext = L"free_move enabled";
statustext_time = 0;
+ if(!client.checkPrivilege("fly"))
+ statustext += L" (note: no 'fly' privilege)";
}
}
else if(input->wasKeyDown(getKeySetting("keymap_fastmove")))
g_settings->set("fast_move","true");
statustext = L"fast_move enabled";
statustext_time = 0;
+ if(!client.checkPrivilege("fast"))
+ statustext += L" (note: no 'fast' privilege)";
}
}
else if(input->wasKeyDown(getKeySetting("keymap_screenshot")))
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
-
+
+ // Only usable on the client
virtual ISoundManager* getSoundManager()=0;
virtual MtEventManager* getEventManager()=0;
+ // Used on the client
+ virtual bool checkLocalPrivilege(const std::string &priv)
+ { return false; }
+
// Shorthands
IItemDefManager* idef(){return getItemDefManager();}
INodeDefManager* ndef(){return getNodeDefManager();}
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#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 "map.h"
+
+/*
+ LocalPlayer
+*/
+
+LocalPlayer::LocalPlayer(IGameDef *gamedef):
+ Player(gamedef),
+ m_sneak_node(32767,32767,32767),
+ m_sneak_node_exists(false)
+{
+ // Initialize hp to 0, so that no hearts will be shown if server
+ // doesn't support health points
+ hp = 0;
+}
+
+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;*/
+
+ /*
+ Calculate new position
+ */
+ position += m_speed * dtime;
+
+ // Skip collision detection if a special movement mode is used
+ bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
+ bool free_move = fly_allowed && g_settings->getBool("free_move");
+ if(free_move)
+ {
+ setPosition(position);
+ return;
+ }
+
+ /*
+ Collision detection
+ */
+
+ // Player position in nodes
+ v3s16 pos_i = floatToInt(position, BS);
+
+ /*
+ Check if player is in water (the oscillating value)
+ */
+ try{
+ // If in water, the threshold of coming out is at higher y
+ if(in_water)
+ {
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+ 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 = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ in_water = false;
+ }
+
+ /*
+ Check if player is in water (the stable value)
+ */
+ try{
+ v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
+ 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
+ */
+ //f32 d = pos_max_d * 1.1;
+ // A fairly large value in here makes moving smoother
+ f32 d = 0.15*BS;
+
+ // 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;
+
+ /*
+ If sneaking, player has larger collision radius to keep from
+ falling
+ */
+ /*if(control.sneak)
+ player_radius = sneak_max + d*1.1;*/
+
+ /*
+ If sneaking, keep in range from the last walked node and don't
+ fall off from it
+ */
+ if(control.sneak && m_sneak_node_exists)
+ {
+ 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)
+ {
+ 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);
+ }
+ }*/
+ }
+ }
+
+ /*
+ Calculate player collision box (new and old)
+ */
+ core::aabbox3d<f32> playerbox(
+ position.X - player_radius,
+ position.Y - 0.0,
+ position.Z - player_radius,
+ position.X + player_radius,
+ position.Y + player_height,
+ position.Z + player_radius
+ );
+ core::aabbox3d<f32> playerbox_old(
+ oldpos.X - player_radius,
+ oldpos.Y - 0.0,
+ oldpos.Z - player_radius,
+ oldpos.X + player_radius,
+ oldpos.Y + player_height,
+ oldpos.Z + player_radius
+ );
+
+ /*
+ If the player's feet touch the topside of any node, this is
+ set to true.
+
+ Player is allowed to jump when this is true.
+ */
+ bool touching_ground_was = touching_ground;
+ 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 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
+ 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(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
+ }
+
+ core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
+
+ /*
+ See if the player is touching ground.
+
+ Player touches ground if player's minimum Y is near node's
+ maximum Y and player's X-Z-area overlaps with the node's
+ X-Z-area.
+
+ Use 0.15*BS so that it is easier to get on a node.
+ */
+ if(
+ //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
+ fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
+ && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
+ && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
+ && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
+ && 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(playerbox.intersectsWithBox(nodebox) == false)
+ continue;
+
+ /*
+ Go through every axis
+ */
+ v3f dirs[3] = {
+ v3f(0,0,1), // back-front
+ v3f(0,1,0), // top-bottom
+ v3f(1,0,0), // right-left
+ };
+ for(u16 i=0; i<3; i++)
+ {
+ /*
+ Calculate values along the axis
+ */
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
+
+ /*
+ Check collision for the axis.
+ Collision happens when player is going through a surface.
+ */
+ /*f32 neg_d = d;
+ f32 pos_d = d;
+ // Make it easier to get on top of a node
+ if(i == 1)
+ neg_d = 0.15*BS;
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + neg_d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - pos_d
+ && m_speed.dotProduct(dirs[i]) > 0);*/
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - d
+ && m_speed.dotProduct(dirs[i]) > 0);
+ bool main_axis_collides =
+ negative_axis_collides || positive_axis_collides;
+
+ /*
+ Check overlap of player and node in other axes
+ */
+ bool other_axes_overlap = true;
+ for(u16 j=0; j<3; j++)
+ {
+ if(j == i)
+ continue;
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
+ if(!(nodemax - d > playermin && nodemin + d < playermax))
+ {
+ other_axes_overlap = false;
+ break;
+ }
+ }
+
+ /*
+ If this is a collision, revert the position in the main
+ direction.
+ */
+ if(other_axes_overlap && main_axis_collides)
+ {
+ //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)
+ {
+ // 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);
+ }
+ }*/
+ }
+
+ }
+ } // xyz
+
+ /*
+ Check the nodes under the player to see from which node the
+ player is sneaking from, if any.
+ */
+ {
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+ v2f player_p2df(position.X, position.Z);
+ f32 min_distance_f = 100000.0*BS;
+ // If already seeking from some node, compare to it.
+ /*if(m_sneak_node_exists)
+ {
+ v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
+ v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
+ f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
+ f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+ // Ignore if player is not on the same level (likely dropped)
+ if(d_vert_f < 0.15*BS)
+ min_distance_f = d_horiz_f;
+ }*/
+ v3s16 new_sneak_node = m_sneak_node;
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = pos_i_bottom + v3s16(x,0,z);
+ v3f pf = intToFloat(p, BS);
+ v2f node_p2df(pf.X, pf.Z);
+ f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+ 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)
+ {
+ continue;
+ }
+
+ min_distance_f = distance_f;
+ new_sneak_node = p;
+ }
+
+ bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+
+ if(control.sneak && m_sneak_node_exists)
+ {
+ if(sneak_node_found)
+ m_sneak_node = new_sneak_node;
+ }
+ else
+ {
+ m_sneak_node = new_sneak_node;
+ m_sneak_node_exists = sneak_node_found;
+ }
+
+ /*
+ If sneaking, the player's collision box can be in air, so
+ this has to be set explicitly
+ */
+ if(sneak_node_found && control.sneak)
+ touching_ground = true;
+ }
+
+ /*
+ 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);
+ }
+ }
+
+ if(!touching_ground_was && touching_ground){
+ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+ m_gamedef->event()->put(e);
+ }
+
+ {
+ camera_barely_in_ceiling = false;
+ v3s16 camera_np = floatToInt(getEyePosition(), BS);
+ MapNode n = map.getNodeNoEx(camera_np);
+ if(n.getContent() != CONTENT_IGNORE){
+ if(nodemgr->get(n).walkable){
+ camera_barely_in_ceiling = true;
+ }
+ }
+ }
+}
+
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+{
+ move(dtime, map, pos_max_d, NULL);
+}
+
+void LocalPlayer::applyControl(float dtime)
+{
+ // Clear stuff
+ swimming_up = false;
+
+ // Random constants
+ f32 walk_acceleration = 4.0 * BS;
+ f32 walkspeed_max = 4.0 * BS;
+
+ setPitch(control.pitch);
+ setYaw(control.yaw);
+
+ v3f move_direction = v3f(0,0,1);
+ move_direction.rotateXZBy(getYaw());
+
+ v3f speed = v3f(0,0,0);
+
+ bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
+ bool fast_allowed = m_gamedef->checkLocalPrivilege("fly");
+
+ bool free_move = fly_allowed && g_settings->getBool("free_move");
+ bool fast_move = fast_allowed && g_settings->getBool("fast_move");
+ 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)
+ 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;
+ else
+ 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
+ // "Turbo button"
+ if(fast_move)
+ superspeed = true;
+ }
+ }
+
+ if(continuous_forward)
+ speed += move_direction;
+
+ if(control.up)
+ {
+ if(continuous_forward)
+ superspeed = true;
+ else
+ speed += move_direction;
+ }
+ if(control.down)
+ {
+ speed -= move_direction;
+ }
+ if(control.left)
+ {
+ speed += move_direction.crossProduct(v3f(0,1,0));
+ }
+ if(control.right)
+ {
+ speed += 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);
+ }
+ else if(touching_ground)
+ {
+ /*
+ NOTE: The d value in move() affects jump height by
+ raising the height at which the jump speed is kept
+ at its starting value
+ */
+ v3f speed = getSpeed();
+ if(speed.Y >= -0.5*BS)
+ {
+ speed.Y = 6.5*BS;
+ setSpeed(speed);
+
+ 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)
+ {
+ v3f speed = getSpeed();
+ speed.Y = 1.5*BS;
+ 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)
+ if(superspeed)
+ speed = speed.normalize() * walkspeed_max * 5.0;
+ else if(control.sneak)
+ speed = speed.normalize() * walkspeed_max / 3.0;
+ 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;
+
+ // Accelerate to target speed with maximum increment
+ accelerate(speed, inc);
+}
+
+v3s16 LocalPlayer::getStandingNodePos()
+{
+ if(m_sneak_node_exists)
+ return m_sneak_node;
+ return floatToInt(getPosition(), BS);
+}
+
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef LOCALPLAYER_HEADER
+#define LOCALPLAYER_HEADER
+
+#include "player.h"
+
+struct PlayerControl
+{
+ PlayerControl()
+ {
+ up = false;
+ down = false;
+ left = false;
+ right = false;
+ jump = false;
+ aux1 = false;
+ sneak = false;
+ pitch = 0;
+ yaw = 0;
+ }
+ PlayerControl(
+ bool a_up,
+ bool a_down,
+ bool a_left,
+ bool a_right,
+ bool a_jump,
+ bool a_aux1,
+ bool a_sneak,
+ float a_pitch,
+ float a_yaw
+ )
+ {
+ up = a_up;
+ down = a_down;
+ left = a_left;
+ right = a_right;
+ jump = a_jump;
+ aux1 = a_aux1;
+ sneak = a_sneak;
+ pitch = a_pitch;
+ yaw = a_yaw;
+ }
+ bool up;
+ bool down;
+ bool left;
+ bool right;
+ bool jump;
+ bool aux1;
+ bool sneak;
+ float pitch;
+ float yaw;
+};
+
+class LocalPlayer : public Player
+{
+public:
+ LocalPlayer(IGameDef *gamedef);
+ virtual ~LocalPlayer();
+
+ bool isLocal() const
+ {
+ return true;
+ }
+
+ void move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info);
+ void move(f32 dtime, Map &map, f32 pos_max_d);
+
+ void applyControl(float dtime);
+
+ v3s16 getStandingNodePos();
+
+ PlayerControl control;
+
+private:
+ // This is used for determining the sneaking range
+ v3s16 m_sneak_node;
+ // Whether the player is allowed to sneak
+ bool m_sneak_node_exists;
+};
+
+#endif
+
*/
#include "player.h"
-#include "map.h"
-#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 "collision.h"
-#include "environment.h"
#include "gamedef.h"
-#include "event.h"
+#include "connection.h" // PEER_ID_INEXISTENT
+#include "settings.h"
#include "content_sao.h"
Player::Player(IGameDef *gamedef):
}
}
-#ifndef SERVER
-/*
- LocalPlayer
-*/
-
-LocalPlayer::LocalPlayer(IGameDef *gamedef):
- Player(gamedef),
- m_sneak_node(32767,32767,32767),
- m_sneak_node_exists(false)
-{
- // Initialize hp to 0, so that no hearts will be shown if server
- // doesn't support health points
- hp = 0;
-}
-
-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;*/
-
- /*
- 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");
- if(free_move)
- {
- setPosition(position);
- return;
- }
-
- /*
- Collision detection
- */
-
- // Player position in nodes
- v3s16 pos_i = floatToInt(position, BS);
-
- /*
- Check if player is in water (the oscillating value)
- */
- try{
- // If in water, the threshold of coming out is at higher y
- if(in_water)
- {
- v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- 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 = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
- }
- }
- catch(InvalidPositionException &e)
- {
- in_water = false;
- }
-
- /*
- Check if player is in water (the stable value)
- */
- try{
- v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- 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
- */
- //f32 d = pos_max_d * 1.1;
- // A fairly large value in here makes moving smoother
- f32 d = 0.15*BS;
-
- // 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;
-
- /*
- If sneaking, player has larger collision radius to keep from
- falling
- */
- /*if(control.sneak)
- player_radius = sneak_max + d*1.1;*/
-
- /*
- If sneaking, keep in range from the last walked node and don't
- fall off from it
- */
- if(control.sneak && m_sneak_node_exists)
- {
- 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)
- {
- 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);
- }
- }*/
- }
- }
-
- /*
- Calculate player collision box (new and old)
- */
- core::aabbox3d<f32> playerbox(
- position.X - player_radius,
- position.Y - 0.0,
- position.Z - player_radius,
- position.X + player_radius,
- position.Y + player_height,
- position.Z + player_radius
- );
- core::aabbox3d<f32> playerbox_old(
- oldpos.X - player_radius,
- oldpos.Y - 0.0,
- oldpos.Z - player_radius,
- oldpos.X + player_radius,
- oldpos.Y + player_height,
- oldpos.Z + player_radius
- );
-
- /*
- If the player's feet touch the topside of any node, this is
- set to true.
-
- Player is allowed to jump when this is true.
- */
- bool touching_ground_was = touching_ground;
- 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 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
- 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(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
- }
-
- core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-
- /*
- See if the player is touching ground.
-
- Player touches ground if player's minimum Y is near node's
- maximum Y and player's X-Z-area overlaps with the node's
- X-Z-area.
-
- Use 0.15*BS so that it is easier to get on a node.
- */
- if(
- //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
- && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
- && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
- && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
- && 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(playerbox.intersectsWithBox(nodebox) == false)
- continue;
-
- /*
- Go through every axis
- */
- v3f dirs[3] = {
- v3f(0,0,1), // back-front
- v3f(0,1,0), // top-bottom
- v3f(1,0,0), // right-left
- };
- for(u16 i=0; i<3; i++)
- {
- /*
- Calculate values along the axis
- */
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
- f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
- f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
- /*
- Check collision for the axis.
- Collision happens when player is going through a surface.
- */
- /*f32 neg_d = d;
- f32 pos_d = d;
- // Make it easier to get on top of a node
- if(i == 1)
- neg_d = 0.15*BS;
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + neg_d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - pos_d
- && m_speed.dotProduct(dirs[i]) > 0);*/
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0);
- bool main_axis_collides =
- negative_axis_collides || positive_axis_collides;
-
- /*
- Check overlap of player and node in other axes
- */
- bool other_axes_overlap = true;
- for(u16 j=0; j<3; j++)
- {
- if(j == i)
- continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > playermin && nodemin + d < playermax))
- {
- other_axes_overlap = false;
- break;
- }
- }
-
- /*
- If this is a collision, revert the position in the main
- direction.
- */
- if(other_axes_overlap && main_axis_collides)
- {
- //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)
- {
- // 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);
- }
- }*/
- }
-
- }
- } // xyz
-
- /*
- Check the nodes under the player to see from which node the
- player is sneaking from, if any.
- */
- {
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
- v2f player_p2df(position.X, position.Z);
- f32 min_distance_f = 100000.0*BS;
- // If already seeking from some node, compare to it.
- /*if(m_sneak_node_exists)
- {
- v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
- v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
- f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
- f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
- // Ignore if player is not on the same level (likely dropped)
- if(d_vert_f < 0.15*BS)
- min_distance_f = d_horiz_f;
- }*/
- v3s16 new_sneak_node = m_sneak_node;
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- v3s16 p = pos_i_bottom + v3s16(x,0,z);
- v3f pf = intToFloat(p, BS);
- v2f node_p2df(pf.X, pf.Z);
- f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
- 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)
- {
- continue;
- }
-
- min_distance_f = distance_f;
- new_sneak_node = p;
- }
-
- bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
-
- if(control.sneak && m_sneak_node_exists)
- {
- if(sneak_node_found)
- m_sneak_node = new_sneak_node;
- }
- else
- {
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = sneak_node_found;
- }
-
- /*
- If sneaking, the player's collision box can be in air, so
- this has to be set explicitly
- */
- if(sneak_node_found && control.sneak)
- touching_ground = true;
- }
-
- /*
- 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);
- }
- }
-
- if(!touching_ground_was && touching_ground){
- MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
- m_gamedef->event()->put(e);
- }
-
- {
- camera_barely_in_ceiling = false;
- v3s16 camera_np = floatToInt(getEyePosition(), BS);
- MapNode n = map.getNodeNoEx(camera_np);
- if(n.getContent() != CONTENT_IGNORE){
- if(nodemgr->get(n).walkable){
- camera_barely_in_ceiling = true;
- }
- }
- }
-}
-
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
-{
- move(dtime, map, pos_max_d, NULL);
-}
-
-void LocalPlayer::applyControl(float dtime)
-{
- // Clear stuff
- swimming_up = false;
-
- // Random constants
- f32 walk_acceleration = 4.0 * BS;
- f32 walkspeed_max = 4.0 * BS;
-
- setPitch(control.pitch);
- setYaw(control.yaw);
-
- v3f move_direction = v3f(0,0,1);
- move_direction.rotateXZBy(getYaw());
-
- 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");
-
- 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)
- 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;
- else
- 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
- // "Turbo button"
- if(fast_move)
- superspeed = true;
- }
- }
-
- if(continuous_forward)
- speed += move_direction;
-
- if(control.up)
- {
- if(continuous_forward)
- superspeed = true;
- else
- speed += move_direction;
- }
- if(control.down)
- {
- speed -= move_direction;
- }
- if(control.left)
- {
- speed += move_direction.crossProduct(v3f(0,1,0));
- }
- if(control.right)
- {
- speed += 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);
- }
- else if(touching_ground)
- {
- /*
- NOTE: The d value in move() affects jump height by
- raising the height at which the jump speed is kept
- at its starting value
- */
- v3f speed = getSpeed();
- if(speed.Y >= -0.5*BS)
- {
- speed.Y = 6.5*BS;
- setSpeed(speed);
-
- 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)
- {
- v3f speed = getSpeed();
- speed.Y = 1.5*BS;
- 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)
- if(superspeed)
- speed = speed.normalize() * walkspeed_max * 5.0;
- else if(control.sneak)
- speed = speed.normalize() * walkspeed_max / 3.0;
- 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;
-
- // Accelerate to target speed with maximum increment
- accelerate(speed, inc);
-}
-
-v3s16 LocalPlayer::getStandingNodePos()
-{
- if(m_sneak_node_exists)
- return m_sneak_node;
- return floatToInt(getPosition(), BS);
-}
-
-#endif
-
/*
RemotePlayer
*/
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include "inventory.h"
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
-
class Map;
class IGameDef;
struct CollisionInfo;
v3f m_position;
};
-#ifndef SERVER
-struct PlayerControl
-{
- PlayerControl()
- {
- up = false;
- down = false;
- left = false;
- right = false;
- jump = false;
- aux1 = false;
- sneak = false;
- pitch = 0;
- yaw = 0;
- }
- PlayerControl(
- bool a_up,
- bool a_down,
- bool a_left,
- bool a_right,
- bool a_jump,
- bool a_aux1,
- bool a_sneak,
- float a_pitch,
- float a_yaw
- )
- {
- up = a_up;
- down = a_down;
- left = a_left;
- right = a_right;
- jump = a_jump;
- aux1 = a_aux1;
- sneak = a_sneak;
- pitch = a_pitch;
- yaw = a_yaw;
- }
- bool up;
- bool down;
- bool left;
- bool right;
- bool jump;
- bool aux1;
- bool sneak;
- float pitch;
- float yaw;
-};
-
-class LocalPlayer : public Player
-{
-public:
- LocalPlayer(IGameDef *gamedef);
- virtual ~LocalPlayer();
-
- bool isLocal() const
- {
- return true;
- }
-
- void move(f32 dtime, Map &map, f32 pos_max_d,
- core::list<CollisionInfo> *collision_info);
- void move(f32 dtime, Map &map, f32 pos_max_d);
-
- void applyControl(float dtime);
-
- v3s16 getStandingNodePos();
-
- PlayerControl control;
-
-private:
- // This is used for determining the sneaking range
- v3s16 m_sneak_node;
- // Whether the player is allowed to sneak
- bool m_sneak_node_exists;
-};
-#endif // !SERVER
-
/*
Player on the server
*/
return 1;
}
+// notify_authentication_modified(name)
+static int l_notify_authentication_modified(lua_State *L)
+{
+ std::string name = "";
+ if(lua_isstring(L, 1))
+ name = lua_tostring(L, 1);
+ get_server(L)->reportPrivsModified(name);
+ return 0;
+}
+
static const struct luaL_Reg minetest_f [] = {
{"debug", l_debug},
{"log", l_log},
{"sound_stop", l_sound_stop},
{"is_singleplayer", l_is_singleplayer},
{"get_password_hash", l_get_password_hash},
+ {"notify_authentication_modified", l_notify_authentication_modified},
{NULL, NULL}
};
// Send node definitions
SendNodeDef(m_con, peer_id, m_nodedef);
- // Send texture announcement
+ // Send media announcement
sendMediaAnnouncement(peer_id);
- // Send player info to all players
- //SendPlayerInfos();
-
- // Send inventory to player
+ // Send privileges
+ SendPlayerPrivileges(peer_id);
+
+ // Send inventory
UpdateCrafting(peer_id);
SendInventory(peer_id);
m_con.Send(peer_id, 0, data, true);
}
+void Server::SendPlayerPrivileges(u16 peer_id)
+{
+ Player *player = m_env->getPlayer(peer_id);
+ assert(player);
+ std::set<std::string> privs;
+ scriptapi_get_auth(m_lua, player->getName(), NULL, &privs);
+
+ std::ostringstream os(std::ios_base::binary);
+ writeU16(os, TOCLIENT_PRIVILEGES);
+ writeU16(os, privs.size());
+ for(std::set<std::string>::const_iterator i = privs.begin();
+ i != privs.end(); i++){
+ os<<serializeString(*i);
+ }
+
+ // Make data buffer
+ std::string s = os.str();
+ SharedBuffer<u8> data((u8*)s.c_str(), s.size());
+ // Send as reliable
+ m_con.Send(peer_id, 0, data, true);
+}
+
s32 Server::playSound(const SimpleSoundSpec &spec,
const ServerSoundParams ¶ms)
{
return (privs.count(priv) != 0);
}
+void Server::reportPrivsModified(const std::string &name)
+{
+ if(name == ""){
+ for(core::map<u16, RemoteClient*>::Iterator
+ i = m_clients.getIterator();
+ i.atEnd() == false; i++){
+ RemoteClient *client = i.getNode()->getValue();
+ SendPlayerPrivileges(client->peer_id);
+ }
+ } else {
+ Player *player = m_env->getPlayer(name.c_str());
+ if(!player)
+ return;
+ SendPlayerPrivileges(player->peer_id);
+ }
+}
+
// Saves g_settings to configpath given at initialization
void Server::saveConfig()
{
// Envlock + conlock
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
+ void reportPrivsModified(const std::string &name=""); // ""=all
// Saves g_settings to configpath given at initialization
void saveConfig();
*/
// Envlock and conlock should be locked when calling these
- void SendMovePlayer(u16 peer_id);
void SendInventory(u16 peer_id);
void SendChatMessage(u16 peer_id, const std::wstring &message);
void BroadcastChatMessage(const std::wstring &message);
void SendPlayerHP(u16 peer_id);
+ void SendMovePlayer(u16 peer_id);
+ void SendPlayerPrivileges(u16 peer_id);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than