3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "connection.h"
23 #include "constants.h"
26 #include <ITextSceneNode.h>
31 touching_ground(false),
33 in_water_stable(false),
35 inventory_backup(NULL),
36 craftresult_is_preview(true),
38 peer_id(PEER_ID_INEXISTENT),
45 updateName("<not set>");
51 delete inventory_backup;
54 void Player::wieldItem(u16 item)
56 m_selected_item = item;
59 void Player::resetInventory()
62 inventory.addList("main", PLAYER_INVENTORY_SIZE);
63 inventory.addList("craft", 9);
64 inventory.addList("craftresult", 1);
67 // Y direction is ignored
68 void Player::accelerate(v3f target_speed, f32 max_increase)
70 v3f d_wanted = target_speed - m_speed;
72 f32 dl_wanted = d_wanted.getLength();
77 v3f d = d_wanted.normalize() * dl;
84 if(m_speed.X < target_speed.X - max_increase)
85 m_speed.X += max_increase;
86 else if(m_speed.X > target_speed.X + max_increase)
87 m_speed.X -= max_increase;
88 else if(m_speed.X < target_speed.X)
89 m_speed.X = target_speed.X;
90 else if(m_speed.X > target_speed.X)
91 m_speed.X = target_speed.X;
93 if(m_speed.Z < target_speed.Z - max_increase)
94 m_speed.Z += max_increase;
95 else if(m_speed.Z > target_speed.Z + max_increase)
96 m_speed.Z -= max_increase;
97 else if(m_speed.Z < target_speed.Z)
98 m_speed.Z = target_speed.Z;
99 else if(m_speed.Z > target_speed.Z)
100 m_speed.Z = target_speed.Z;
104 void Player::serialize(std::ostream &os)
106 // Utilize a Settings object for storing values
108 args.setS32("version", 1);
109 args.set("name", m_name);
110 //args.set("password", m_password);
111 args.setFloat("pitch", m_pitch);
112 args.setFloat("yaw", m_yaw);
113 args.setV3F("position", m_position);
114 args.setBool("craftresult_is_preview", craftresult_is_preview);
115 args.setS32("hp", hp);
119 os<<"PlayerArgsEnd\n";
121 // If actual inventory is backed up due to creative mode, save it
122 // instead of the dummy creative mode inventory
124 inventory_backup->serialize(os);
126 inventory.serialize(os);
129 void Player::deSerialize(std::istream &is)
136 throw SerializationError
137 ("Player::deSerialize(): PlayerArgsEnd not found");
139 std::getline(is, line);
140 std::string trimmedline = trim(line);
141 if(trimmedline == "PlayerArgsEnd")
143 args.parseConfigLine(line);
146 //args.getS32("version");
147 std::string name = args.get("name");
148 updateName(name.c_str());
149 /*std::string password = "";
150 if(args.exists("password"))
151 password = args.get("password");
152 updatePassword(password.c_str());*/
153 m_pitch = args.getFloat("pitch");
154 m_yaw = args.getFloat("yaw");
155 m_position = args.getV3F("position");
157 craftresult_is_preview = args.getBool("craftresult_is_preview");
158 }catch(SettingNotFoundException &e){
159 craftresult_is_preview = true;
162 hp = args.getS32("hp");
163 }catch(SettingNotFoundException &e){
167 std::string sprivs = args.get("privs");
174 std::istringstream ss(sprivs);
177 }catch(SettingNotFoundException &e){
178 privs = PRIV_DEFAULT;
181 inventory.deSerialize(is);
190 RemotePlayer::RemotePlayer(
191 scene::ISceneNode* parent,
192 IrrlichtDevice *device,
194 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
197 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
199 if(parent != NULL && device != NULL)
201 // ISceneNode stores a member called SceneManager
202 scene::ISceneManager* mgr = SceneManager;
203 video::IVideoDriver* driver = mgr->getVideoDriver();
204 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
206 // Add a text node for showing the name
207 wchar_t wname[1] = {0};
208 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
209 wname, video::SColor(255,255,255,255), this);
210 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
212 // Attach a simple mesh to the player for showing an image
213 scene::SMesh *mesh = new scene::SMesh();
215 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
216 video::SColor c(255,255,255,255);
217 video::S3DVertex vertices[4] =
219 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
220 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
221 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
222 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
224 u16 indices[] = {0,1,2,2,3,0};
225 buf->append(vertices, 4, indices, 6);
227 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
228 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
229 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
230 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
231 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
232 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
233 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
235 mesh->addMeshBuffer(buf);
239 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
240 video::SColor c(255,255,255,255);
241 video::S3DVertex vertices[4] =
243 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
244 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
245 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
246 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
248 u16 indices[] = {0,1,2,2,3,0};
249 buf->append(vertices, 4, indices, 6);
251 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
252 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
253 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
254 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
255 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
256 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
258 mesh->addMeshBuffer(buf);
261 m_node = mgr->addMeshSceneNode(mesh, this);
263 m_node->setPosition(v3f(0,0,0));
267 RemotePlayer::~RemotePlayer()
269 if(SceneManager != NULL)
270 ISceneNode::remove();
273 void RemotePlayer::updateName(const char *name)
275 Player::updateName(name);
278 wchar_t wname[PLAYERNAME_SIZE];
279 mbstowcs(wname, m_name, strlen(m_name)+1);
280 m_text->setText(wname);
284 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
286 m_pos_animation_time_counter += dtime;
287 m_pos_animation_counter += dtime;
288 v3f movevector = m_position - m_oldpos;
290 if(m_pos_animation_time < 0.001)
293 moveratio = m_pos_animation_counter / m_pos_animation_time;
296 m_showpos = m_oldpos + movevector * moveratio;
298 ISceneNode::setPosition(m_showpos);
308 LocalPlayer::LocalPlayer():
309 m_sneak_node(32767,32767,32767),
310 m_sneak_node_exists(false)
312 // Initialize hp to 0, so that no hearts will be shown if server
313 // doesn't support health points
317 LocalPlayer::~LocalPlayer()
321 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
322 core::list<CollisionInfo> *collision_info)
324 v3f position = getPosition();
325 v3f oldpos = position;
326 v3s16 oldpos_i = floatToInt(oldpos, BS);
328 v3f old_speed = m_speed;
330 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
331 <<oldpos_i.Z<<")"<<std::endl;*/
334 Calculate new position
337 // Still move very slowly so as not to feel all completely stuck
338 position += m_speed * dtime * 0.001;
341 position += m_speed * dtime;
345 If the player enters an unloaded chunk this is set to true.
349 // Skip collision detection if a special movement mode is used
350 bool free_move = g_settings->getBool("free_move");
353 setPosition(position);
361 // Player position in nodes
362 v3s16 pos_i = floatToInt(position, BS);
365 Check if player is in water (the oscillating value)
368 // If in water, the threshold of coming out is at higher y
371 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
372 in_water = content_liquid(map.getNode(pp).getContent());
374 // If not in water, the threshold of going in is at lower y
377 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
378 in_water = content_liquid(map.getNode(pp).getContent());
381 catch(InvalidPositionException &e)
387 Check if player is in water (the stable value)
390 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
391 in_water_stable = content_liquid(map.getNode(pp).getContent());
393 catch(InvalidPositionException &e)
395 in_water_stable = false;
399 Check if player is climbing
403 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
404 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
405 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
406 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
408 catch(InvalidPositionException &e)
414 Collision uncertainty radius
415 Make it a bit larger than the maximum distance of movement
417 //f32 d = pos_max_d * 1.1;
418 // A fairly large value in here makes moving smoother
421 // This should always apply, otherwise there are glitches
422 assert(d > pos_max_d);
424 float player_radius = BS*0.35;
425 float player_height = BS*1.7;
427 // Maximum distance over border for sneaking
428 f32 sneak_max = BS*0.4;
431 If sneaking, player has larger collision radius to keep from
435 player_radius = sneak_max + d*1.1;*/
438 If sneaking, keep in range from the last walked node and don't
441 if(control.sneak && m_sneak_node_exists)
443 f32 maxd = 0.5*BS + sneak_max;
444 v3f lwn_f = intToFloat(m_sneak_node, BS);
445 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
446 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
448 f32 min_y = lwn_f.Y + 0.5*BS;
449 if(position.Y < min_y)
453 //v3f old_speed = m_speed;
460 // Report fall collision
461 if(old_speed.Y < m_speed.Y - 0.1)
464 info.t = COLLISION_FALL;
465 info.speed = m_speed.Y - old_speed.Y;
466 collision_info->push_back(info);
473 Calculate player collision box (new and old)
475 core::aabbox3d<f32> playerbox(
476 position.X - player_radius,
478 position.Z - player_radius,
479 position.X + player_radius,
480 position.Y + player_height,
481 position.Z + player_radius
483 core::aabbox3d<f32> playerbox_old(
484 oldpos.X - player_radius,
486 oldpos.Z - player_radius,
487 oldpos.X + player_radius,
488 oldpos.Y + player_height,
489 oldpos.Z + player_radius
493 If the player's feet touch the topside of any node, this is
496 Player is allowed to jump when this is true.
498 touching_ground = false;
500 /*std::cout<<"Checking collisions for ("
501 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
503 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
507 Go through every node around the player
509 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
510 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
511 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
514 // Player collides into walkable nodes
515 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
518 catch(InvalidPositionException &e)
521 // freeze when entering unloaded areas
527 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
530 See if the player is touching ground.
532 Player touches ground if player's minimum Y is near node's
533 maximum Y and player's X-Z-area overlaps with the node's
536 Use 0.15*BS so that it is easier to get on a node.
539 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
540 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
541 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
542 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
543 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
544 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
546 touching_ground = true;
549 // If player doesn't intersect with node, ignore node.
550 if(playerbox.intersectsWithBox(nodebox) == false)
554 Go through every axis
557 v3f(0,0,1), // back-front
558 v3f(0,1,0), // top-bottom
559 v3f(1,0,0), // right-left
561 for(u16 i=0; i<3; i++)
564 Calculate values along the axis
566 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
567 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
568 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
569 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
570 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
571 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
574 Check collision for the axis.
575 Collision happens when player is going through a surface.
579 // Make it easier to get on top of a node
582 bool negative_axis_collides =
583 (nodemax > playermin && nodemax <= playermin_old + neg_d
584 && m_speed.dotProduct(dirs[i]) < 0);
585 bool positive_axis_collides =
586 (nodemin < playermax && nodemin >= playermax_old - pos_d
587 && m_speed.dotProduct(dirs[i]) > 0);*/
588 bool negative_axis_collides =
589 (nodemax > playermin && nodemax <= playermin_old + d
590 && m_speed.dotProduct(dirs[i]) < 0);
591 bool positive_axis_collides =
592 (nodemin < playermax && nodemin >= playermax_old - d
593 && m_speed.dotProduct(dirs[i]) > 0);
594 bool main_axis_collides =
595 negative_axis_collides || positive_axis_collides;
598 Check overlap of player and node in other axes
600 bool other_axes_overlap = true;
601 for(u16 j=0; j<3; j++)
605 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
606 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
607 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
608 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
609 if(!(nodemax - d > playermin && nodemin + d < playermax))
611 other_axes_overlap = false;
617 If this is a collision, revert the position in the main
620 if(other_axes_overlap && main_axis_collides)
622 //v3f old_speed = m_speed;
624 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
625 position -= position.dotProduct(dirs[i]) * dirs[i];
626 position += oldpos.dotProduct(dirs[i]) * dirs[i];
630 // Report fall collision
631 if(old_speed.Y < m_speed.Y - 0.1)
634 info.t = COLLISION_FALL;
635 info.speed = m_speed.Y - old_speed.Y;
636 collision_info->push_back(info);
645 Check the nodes under the player to see from which node the
646 player is sneaking from, if any.
649 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
650 v2f player_p2df(position.X, position.Z);
651 f32 min_distance_f = 100000.0*BS;
652 // If already seeking from some node, compare to it.
653 /*if(m_sneak_node_exists)
655 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
656 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
657 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
658 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
659 // Ignore if player is not on the same level (likely dropped)
660 if(d_vert_f < 0.15*BS)
661 min_distance_f = d_horiz_f;
663 v3s16 new_sneak_node = m_sneak_node;
664 for(s16 x=-1; x<=1; x++)
665 for(s16 z=-1; z<=1; z++)
667 v3s16 p = pos_i_bottom + v3s16(x,0,z);
668 v3f pf = intToFloat(p, BS);
669 v2f node_p2df(pf.X, pf.Z);
670 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
671 f32 max_axis_distance_f = MYMAX(
672 fabs(player_p2df.X-node_p2df.X),
673 fabs(player_p2df.Y-node_p2df.Y));
675 if(distance_f > min_distance_f ||
676 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
680 // The node to be sneaked on has to be walkable
681 if(content_walkable(map.getNode(p).getContent()) == false)
683 // And the node above it has to be nonwalkable
684 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
687 catch(InvalidPositionException &e)
692 min_distance_f = distance_f;
696 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
698 if(control.sneak && m_sneak_node_exists)
701 m_sneak_node = new_sneak_node;
705 m_sneak_node = new_sneak_node;
706 m_sneak_node_exists = sneak_node_found;
710 If sneaking, the player's collision box can be in air, so
711 this has to be set explicitly
713 if(sneak_node_found && control.sneak)
714 touching_ground = true;
720 setPosition(position);
727 // Report fall collision
728 if(old_speed.Y < m_speed.Y - 0.1)
731 info.t = COLLISION_FALL;
732 info.speed = m_speed.Y - old_speed.Y;
733 collision_info->push_back(info);
738 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
740 move(dtime, map, pos_max_d, NULL);
743 void LocalPlayer::applyControl(float dtime)
749 f32 walk_acceleration = 4.0 * BS;
750 f32 walkspeed_max = 4.0 * BS;
752 setPitch(control.pitch);
755 v3f move_direction = v3f(0,0,1);
756 move_direction.rotateXZBy(getYaw());
758 v3f speed = v3f(0,0,0);
760 bool free_move = g_settings->getBool("free_move");
761 bool fast_move = g_settings->getBool("fast_move");
762 bool continuous_forward = g_settings->getBool("continuous_forward");
764 if(free_move || is_climbing)
766 v3f speed = getSpeed();
771 // Whether superspeed mode is used or not
772 bool superspeed = false;
774 // If free movement and fast movement, always move fast
775 if(free_move && fast_move)
778 // Auxiliary button 1 (E)
783 // In free movement mode, aux1 descends
784 v3f speed = getSpeed();
788 speed.Y = -walkspeed_max;
793 v3f speed = getSpeed();
799 // If not free movement but fast is allowed, aux1 is
806 if(continuous_forward)
807 speed += move_direction;
811 if(continuous_forward)
814 speed += move_direction;
818 speed -= move_direction;
822 speed += move_direction.crossProduct(v3f(0,1,0));
826 speed += move_direction.crossProduct(v3f(0,-1,0));
832 v3f speed = getSpeed();
836 speed.Y = walkspeed_max;
839 else if(touching_ground)
841 v3f speed = getSpeed();
843 NOTE: The d value in move() affects jump height by
844 raising the height at which the jump speed is kept
845 at its starting value
850 // Use the oscillating value for getting out of water
851 // (so that the player doesn't fly on the surface)
854 v3f speed = getSpeed();
861 v3f speed = getSpeed();
867 // The speed of the player (Y is ignored)
869 speed = speed.normalize() * walkspeed_max * 5.0;
870 else if(control.sneak)
871 speed = speed.normalize() * walkspeed_max / 3.0;
873 speed = speed.normalize() * walkspeed_max;
875 f32 inc = walk_acceleration * BS * dtime;
877 // Faster acceleration if fast and free movement
878 if(free_move && fast_move)
879 inc = walk_acceleration * BS * dtime * 10;
881 // Accelerate to target speed with maximum increment
882 accelerate(speed, inc);