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>
28 #include "main.h" // For g_settings
31 #include "environment.h"
34 Player::Player(IGameDef *gamedef):
35 touching_ground(false),
37 in_water_stable(false),
40 inventory_backup(NULL),
41 craftresult_is_preview(true),
43 peer_id(PEER_ID_INEXISTENT),
52 updateName("<not set>");
58 delete inventory_backup;
61 void Player::wieldItem(u16 item)
63 m_selected_item = item;
66 void Player::resetInventory()
69 inventory.addList("main", PLAYER_INVENTORY_SIZE);
70 inventory.addList("craft", 9);
71 inventory.addList("craftresult", 1);
74 // Y direction is ignored
75 void Player::accelerate(v3f target_speed, f32 max_increase)
77 v3f d_wanted = target_speed - m_speed;
79 f32 dl_wanted = d_wanted.getLength();
84 v3f d = d_wanted.normalize() * dl;
91 if(m_speed.X < target_speed.X - max_increase)
92 m_speed.X += max_increase;
93 else if(m_speed.X > target_speed.X + max_increase)
94 m_speed.X -= max_increase;
95 else if(m_speed.X < target_speed.X)
96 m_speed.X = target_speed.X;
97 else if(m_speed.X > target_speed.X)
98 m_speed.X = target_speed.X;
100 if(m_speed.Z < target_speed.Z - max_increase)
101 m_speed.Z += max_increase;
102 else if(m_speed.Z > target_speed.Z + max_increase)
103 m_speed.Z -= max_increase;
104 else if(m_speed.Z < target_speed.Z)
105 m_speed.Z = target_speed.Z;
106 else if(m_speed.Z > target_speed.Z)
107 m_speed.Z = target_speed.Z;
111 void Player::serialize(std::ostream &os)
113 // Utilize a Settings object for storing values
115 args.setS32("version", 1);
116 args.set("name", m_name);
117 //args.set("password", m_password);
118 args.setFloat("pitch", m_pitch);
119 args.setFloat("yaw", m_yaw);
120 args.setV3F("position", m_position);
121 args.setBool("craftresult_is_preview", craftresult_is_preview);
122 args.setS32("hp", hp);
126 os<<"PlayerArgsEnd\n";
128 // If actual inventory is backed up due to creative mode, save it
129 // instead of the dummy creative mode inventory
131 inventory_backup->serialize(os);
133 inventory.serialize(os);
136 void Player::deSerialize(std::istream &is)
143 throw SerializationError
144 ("Player::deSerialize(): PlayerArgsEnd not found");
146 std::getline(is, line);
147 std::string trimmedline = trim(line);
148 if(trimmedline == "PlayerArgsEnd")
150 args.parseConfigLine(line);
153 //args.getS32("version"); // Version field value not used
154 std::string name = args.get("name");
155 updateName(name.c_str());
156 setPitch(args.getFloat("pitch"));
157 setYaw(args.getFloat("yaw"));
158 setPosition(args.getV3F("position"));
160 craftresult_is_preview = args.getBool("craftresult_is_preview");
161 }catch(SettingNotFoundException &e){
162 craftresult_is_preview = true;
165 hp = args.getS32("hp");
166 }catch(SettingNotFoundException &e){
170 inventory.deSerialize(is, m_gamedef);
177 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
178 Player(env->getGameDef()),
179 ServerActiveObject(env, v3f(0,0,0))
182 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
184 Player(env->getGameDef()),
185 ServerActiveObject(env, pos_)
192 /* ServerActiveObject interface */
194 InventoryItem* ServerRemotePlayer::getWieldedItem()
196 InventoryList *list = inventory.getList("main");
198 return list->getItem(m_selected_item);
201 void ServerRemotePlayer::damageWieldedItem(u16 amount)
203 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
205 InventoryList *list = inventory.getList("main");
208 InventoryItem *item = list->getItem(m_selected_item);
209 if(item && (std::string)item->getName() == "ToolItem"){
210 ToolItem *titem = (ToolItem*)item;
211 bool weared_out = titem->addWear(amount);
213 list->deleteItem(m_selected_item);
216 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
218 infostream<<"Adding "<<item->getName()<<" into "<<getName()
219 <<"'s inventory"<<std::endl;
221 InventoryList *ilist = inventory.getList("main");
225 // In creative mode, just delete the item
226 if(g_settings->getBool("creative_mode")){
230 // Skip if inventory has no free space
231 if(ilist->roomForItem(item) == false)
233 infostream<<"Player inventory has no free space"<<std::endl;
238 InventoryItem *leftover = ilist->addItem(item);
243 void ServerRemotePlayer::setHP(s16 hp_)
247 s16 ServerRemotePlayer::getHP()
258 RemotePlayer::RemotePlayer(
260 scene::ISceneNode* parent,
261 IrrlichtDevice *device,
264 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
267 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
269 if(parent != NULL && device != NULL)
271 // ISceneNode stores a member called SceneManager
272 scene::ISceneManager* mgr = SceneManager;
273 video::IVideoDriver* driver = mgr->getVideoDriver();
274 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
276 // Add a text node for showing the name
277 wchar_t wname[1] = {0};
278 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
279 wname, video::SColor(255,255,255,255), this);
280 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
282 // Attach a simple mesh to the player for showing an image
283 scene::SMesh *mesh = new scene::SMesh();
285 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
286 video::SColor c(255,255,255,255);
287 video::S3DVertex vertices[4] =
289 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
290 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
291 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
292 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
294 u16 indices[] = {0,1,2,2,3,0};
295 buf->append(vertices, 4, indices, 6);
297 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
298 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
299 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
300 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
301 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
302 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
303 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
305 mesh->addMeshBuffer(buf);
309 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
310 video::SColor c(255,255,255,255);
311 video::S3DVertex vertices[4] =
313 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
314 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
315 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
316 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
318 u16 indices[] = {0,1,2,2,3,0};
319 buf->append(vertices, 4, indices, 6);
321 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
322 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
323 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
324 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
325 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
326 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
328 mesh->addMeshBuffer(buf);
331 m_node = mgr->addMeshSceneNode(mesh, this);
333 m_node->setPosition(v3f(0,0,0));
337 RemotePlayer::~RemotePlayer()
339 if(SceneManager != NULL)
340 ISceneNode::remove();
343 void RemotePlayer::updateName(const char *name)
345 Player::updateName(name);
348 wchar_t wname[PLAYERNAME_SIZE];
349 mbstowcs(wname, m_name, strlen(m_name)+1);
350 m_text->setText(wname);
354 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
356 m_pos_animation_time_counter += dtime;
357 m_pos_animation_counter += dtime;
358 v3f movevector = m_position - m_oldpos;
360 if(m_pos_animation_time < 0.001)
363 moveratio = m_pos_animation_counter / m_pos_animation_time;
366 m_showpos = m_oldpos + movevector * moveratio;
368 ISceneNode::setPosition(m_showpos);
378 LocalPlayer::LocalPlayer(IGameDef *gamedef):
380 m_sneak_node(32767,32767,32767),
381 m_sneak_node_exists(false)
383 // Initialize hp to 0, so that no hearts will be shown if server
384 // doesn't support health points
388 LocalPlayer::~LocalPlayer()
392 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
393 core::list<CollisionInfo> *collision_info)
395 INodeDefManager *nodemgr = m_gamedef->ndef();
397 v3f position = getPosition();
398 v3f oldpos = position;
399 v3s16 oldpos_i = floatToInt(oldpos, BS);
401 v3f old_speed = m_speed;
403 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
404 <<oldpos_i.Z<<")"<<std::endl;*/
407 Calculate new position
409 position += m_speed * dtime;
411 // Skip collision detection if a special movement mode is used
412 bool free_move = g_settings->getBool("free_move");
415 setPosition(position);
423 // Player position in nodes
424 v3s16 pos_i = floatToInt(position, BS);
427 Check if player is in water (the oscillating value)
430 // If in water, the threshold of coming out is at higher y
433 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
434 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
436 // If not in water, the threshold of going in is at lower y
439 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
440 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
443 catch(InvalidPositionException &e)
449 Check if player is in water (the stable value)
452 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
453 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
455 catch(InvalidPositionException &e)
457 in_water_stable = false;
461 Check if player is climbing
465 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
466 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
467 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
468 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
470 catch(InvalidPositionException &e)
476 Collision uncertainty radius
477 Make it a bit larger than the maximum distance of movement
479 //f32 d = pos_max_d * 1.1;
480 // A fairly large value in here makes moving smoother
483 // This should always apply, otherwise there are glitches
484 assert(d > pos_max_d);
486 float player_radius = BS*0.35;
487 float player_height = BS*1.7;
489 // Maximum distance over border for sneaking
490 f32 sneak_max = BS*0.4;
493 If sneaking, player has larger collision radius to keep from
497 player_radius = sneak_max + d*1.1;*/
500 If sneaking, keep in range from the last walked node and don't
503 if(control.sneak && m_sneak_node_exists)
505 f32 maxd = 0.5*BS + sneak_max;
506 v3f lwn_f = intToFloat(m_sneak_node, BS);
507 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
508 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
510 f32 min_y = lwn_f.Y + 0.5*BS;
511 if(position.Y < min_y)
515 //v3f old_speed = m_speed;
522 // Report fall collision
523 if(old_speed.Y < m_speed.Y - 0.1)
526 info.t = COLLISION_FALL;
527 info.speed = m_speed.Y - old_speed.Y;
528 collision_info->push_back(info);
535 Calculate player collision box (new and old)
537 core::aabbox3d<f32> playerbox(
538 position.X - player_radius,
540 position.Z - player_radius,
541 position.X + player_radius,
542 position.Y + player_height,
543 position.Z + player_radius
545 core::aabbox3d<f32> playerbox_old(
546 oldpos.X - player_radius,
548 oldpos.Z - player_radius,
549 oldpos.X + player_radius,
550 oldpos.Y + player_height,
551 oldpos.Z + player_radius
555 If the player's feet touch the topside of any node, this is
558 Player is allowed to jump when this is true.
560 touching_ground = false;
562 /*std::cout<<"Checking collisions for ("
563 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
565 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
568 bool standing_on_unloaded = false;
571 Go through every node around the player
573 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
574 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
575 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
577 bool is_unloaded = false;
579 // Player collides into walkable nodes
580 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
583 catch(InvalidPositionException &e)
586 // Doing nothing here will block the player from
587 // walking over map borders
590 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
593 See if the player is touching ground.
595 Player touches ground if player's minimum Y is near node's
596 maximum Y and player's X-Z-area overlaps with the node's
599 Use 0.15*BS so that it is easier to get on a node.
602 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
603 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
604 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
605 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
606 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
607 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
609 touching_ground = true;
611 standing_on_unloaded = true;
614 // If player doesn't intersect with node, ignore node.
615 if(playerbox.intersectsWithBox(nodebox) == false)
619 Go through every axis
622 v3f(0,0,1), // back-front
623 v3f(0,1,0), // top-bottom
624 v3f(1,0,0), // right-left
626 for(u16 i=0; i<3; i++)
629 Calculate values along the axis
631 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
632 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
633 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
634 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
635 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
636 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
639 Check collision for the axis.
640 Collision happens when player is going through a surface.
644 // Make it easier to get on top of a node
647 bool negative_axis_collides =
648 (nodemax > playermin && nodemax <= playermin_old + neg_d
649 && m_speed.dotProduct(dirs[i]) < 0);
650 bool positive_axis_collides =
651 (nodemin < playermax && nodemin >= playermax_old - pos_d
652 && m_speed.dotProduct(dirs[i]) > 0);*/
653 bool negative_axis_collides =
654 (nodemax > playermin && nodemax <= playermin_old + d
655 && m_speed.dotProduct(dirs[i]) < 0);
656 bool positive_axis_collides =
657 (nodemin < playermax && nodemin >= playermax_old - d
658 && m_speed.dotProduct(dirs[i]) > 0);
659 bool main_axis_collides =
660 negative_axis_collides || positive_axis_collides;
663 Check overlap of player and node in other axes
665 bool other_axes_overlap = true;
666 for(u16 j=0; j<3; j++)
670 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
671 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
672 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
673 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
674 if(!(nodemax - d > playermin && nodemin + d < playermax))
676 other_axes_overlap = false;
682 If this is a collision, revert the position in the main
685 if(other_axes_overlap && main_axis_collides)
687 //v3f old_speed = m_speed;
689 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
690 position -= position.dotProduct(dirs[i]) * dirs[i];
691 position += oldpos.dotProduct(dirs[i]) * dirs[i];
695 // Report fall collision
696 if(old_speed.Y < m_speed.Y - 0.1)
699 info.t = COLLISION_FALL;
700 info.speed = m_speed.Y - old_speed.Y;
701 collision_info->push_back(info);
710 Check the nodes under the player to see from which node the
711 player is sneaking from, if any.
714 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
715 v2f player_p2df(position.X, position.Z);
716 f32 min_distance_f = 100000.0*BS;
717 // If already seeking from some node, compare to it.
718 /*if(m_sneak_node_exists)
720 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
721 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
722 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
723 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
724 // Ignore if player is not on the same level (likely dropped)
725 if(d_vert_f < 0.15*BS)
726 min_distance_f = d_horiz_f;
728 v3s16 new_sneak_node = m_sneak_node;
729 for(s16 x=-1; x<=1; x++)
730 for(s16 z=-1; z<=1; z++)
732 v3s16 p = pos_i_bottom + v3s16(x,0,z);
733 v3f pf = intToFloat(p, BS);
734 v2f node_p2df(pf.X, pf.Z);
735 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
736 f32 max_axis_distance_f = MYMAX(
737 fabs(player_p2df.X-node_p2df.X),
738 fabs(player_p2df.Y-node_p2df.Y));
740 if(distance_f > min_distance_f ||
741 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
745 // The node to be sneaked on has to be walkable
746 if(nodemgr->get(map.getNode(p)).walkable == false)
748 // And the node above it has to be nonwalkable
749 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
752 catch(InvalidPositionException &e)
757 min_distance_f = distance_f;
761 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
763 if(control.sneak && m_sneak_node_exists)
766 m_sneak_node = new_sneak_node;
770 m_sneak_node = new_sneak_node;
771 m_sneak_node_exists = sneak_node_found;
775 If sneaking, the player's collision box can be in air, so
776 this has to be set explicitly
778 if(sneak_node_found && control.sneak)
779 touching_ground = true;
785 setPosition(position);
792 // Report fall collision
793 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
796 info.t = COLLISION_FALL;
797 info.speed = m_speed.Y - old_speed.Y;
798 collision_info->push_back(info);
803 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
805 move(dtime, map, pos_max_d, NULL);
808 void LocalPlayer::applyControl(float dtime)
814 f32 walk_acceleration = 4.0 * BS;
815 f32 walkspeed_max = 4.0 * BS;
817 setPitch(control.pitch);
820 v3f move_direction = v3f(0,0,1);
821 move_direction.rotateXZBy(getYaw());
823 v3f speed = v3f(0,0,0);
825 bool free_move = g_settings->getBool("free_move");
826 bool fast_move = g_settings->getBool("fast_move");
827 bool continuous_forward = g_settings->getBool("continuous_forward");
829 if(free_move || is_climbing)
831 v3f speed = getSpeed();
836 // Whether superspeed mode is used or not
837 bool superspeed = false;
839 // If free movement and fast movement, always move fast
840 if(free_move && fast_move)
843 // Auxiliary button 1 (E)
848 // In free movement mode, aux1 descends
849 v3f speed = getSpeed();
853 speed.Y = -walkspeed_max;
858 v3f speed = getSpeed();
864 // If not free movement but fast is allowed, aux1 is
871 if(continuous_forward)
872 speed += move_direction;
876 if(continuous_forward)
879 speed += move_direction;
883 speed -= move_direction;
887 speed += move_direction.crossProduct(v3f(0,1,0));
891 speed += move_direction.crossProduct(v3f(0,-1,0));
897 v3f speed = getSpeed();
901 speed.Y = walkspeed_max;
904 else if(touching_ground)
906 v3f speed = getSpeed();
908 NOTE: The d value in move() affects jump height by
909 raising the height at which the jump speed is kept
910 at its starting value
915 // Use the oscillating value for getting out of water
916 // (so that the player doesn't fly on the surface)
919 v3f speed = getSpeed();
926 v3f speed = getSpeed();
932 // The speed of the player (Y is ignored)
934 speed = speed.normalize() * walkspeed_max * 5.0;
935 else if(control.sneak)
936 speed = speed.normalize() * walkspeed_max / 3.0;
938 speed = speed.normalize() * walkspeed_max;
940 f32 inc = walk_acceleration * BS * dtime;
942 // Faster acceleration if fast and free movement
943 if(free_move && fast_move)
944 inc = walk_acceleration * BS * dtime * 10;
946 // Accelerate to target speed with maximum increment
947 accelerate(speed, inc);