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 v3s16 Player::getLightPosition() const
113 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
116 void Player::serialize(std::ostream &os)
118 // Utilize a Settings object for storing values
120 args.setS32("version", 1);
121 args.set("name", m_name);
122 //args.set("password", m_password);
123 args.setFloat("pitch", m_pitch);
124 args.setFloat("yaw", m_yaw);
125 args.setV3F("position", m_position);
126 args.setBool("craftresult_is_preview", craftresult_is_preview);
127 args.setS32("hp", hp);
131 os<<"PlayerArgsEnd\n";
133 // If actual inventory is backed up due to creative mode, save it
134 // instead of the dummy creative mode inventory
136 inventory_backup->serialize(os);
138 inventory.serialize(os);
141 void Player::deSerialize(std::istream &is)
148 throw SerializationError
149 ("Player::deSerialize(): PlayerArgsEnd not found");
151 std::getline(is, line);
152 std::string trimmedline = trim(line);
153 if(trimmedline == "PlayerArgsEnd")
155 args.parseConfigLine(line);
158 //args.getS32("version"); // Version field value not used
159 std::string name = args.get("name");
160 updateName(name.c_str());
161 setPitch(args.getFloat("pitch"));
162 setYaw(args.getFloat("yaw"));
163 setPosition(args.getV3F("position"));
165 craftresult_is_preview = args.getBool("craftresult_is_preview");
166 }catch(SettingNotFoundException &e){
167 craftresult_is_preview = true;
170 hp = args.getS32("hp");
171 }catch(SettingNotFoundException &e){
175 inventory.deSerialize(is, m_gamedef);
183 LocalPlayer::LocalPlayer(IGameDef *gamedef):
185 m_sneak_node(32767,32767,32767),
186 m_sneak_node_exists(false)
188 // Initialize hp to 0, so that no hearts will be shown if server
189 // doesn't support health points
193 LocalPlayer::~LocalPlayer()
197 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
198 core::list<CollisionInfo> *collision_info)
200 INodeDefManager *nodemgr = m_gamedef->ndef();
202 v3f position = getPosition();
203 v3f oldpos = position;
204 v3s16 oldpos_i = floatToInt(oldpos, BS);
206 v3f old_speed = m_speed;
208 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
209 <<oldpos_i.Z<<")"<<std::endl;*/
212 Calculate new position
214 position += m_speed * dtime;
216 // Skip collision detection if a special movement mode is used
217 bool free_move = g_settings->getBool("free_move");
220 setPosition(position);
228 // Player position in nodes
229 v3s16 pos_i = floatToInt(position, BS);
232 Check if player is in water (the oscillating value)
235 // If in water, the threshold of coming out is at higher y
238 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
239 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
241 // If not in water, the threshold of going in is at lower y
244 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
245 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
248 catch(InvalidPositionException &e)
254 Check if player is in water (the stable value)
257 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
258 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
260 catch(InvalidPositionException &e)
262 in_water_stable = false;
266 Check if player is climbing
270 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
271 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
272 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
273 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
275 catch(InvalidPositionException &e)
281 Collision uncertainty radius
282 Make it a bit larger than the maximum distance of movement
284 //f32 d = pos_max_d * 1.1;
285 // A fairly large value in here makes moving smoother
288 // This should always apply, otherwise there are glitches
289 assert(d > pos_max_d);
291 float player_radius = BS*0.35;
292 float player_height = BS*1.7;
294 // Maximum distance over border for sneaking
295 f32 sneak_max = BS*0.4;
298 If sneaking, player has larger collision radius to keep from
302 player_radius = sneak_max + d*1.1;*/
305 If sneaking, keep in range from the last walked node and don't
308 if(control.sneak && m_sneak_node_exists)
310 f32 maxd = 0.5*BS + sneak_max;
311 v3f lwn_f = intToFloat(m_sneak_node, BS);
312 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
313 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
315 f32 min_y = lwn_f.Y + 0.5*BS;
316 if(position.Y < min_y)
320 //v3f old_speed = m_speed;
327 // Report fall collision
328 if(old_speed.Y < m_speed.Y - 0.1)
331 info.t = COLLISION_FALL;
332 info.speed = m_speed.Y - old_speed.Y;
333 collision_info->push_back(info);
340 Calculate player collision box (new and old)
342 core::aabbox3d<f32> playerbox(
343 position.X - player_radius,
345 position.Z - player_radius,
346 position.X + player_radius,
347 position.Y + player_height,
348 position.Z + player_radius
350 core::aabbox3d<f32> playerbox_old(
351 oldpos.X - player_radius,
353 oldpos.Z - player_radius,
354 oldpos.X + player_radius,
355 oldpos.Y + player_height,
356 oldpos.Z + player_radius
360 If the player's feet touch the topside of any node, this is
363 Player is allowed to jump when this is true.
365 touching_ground = false;
367 /*std::cout<<"Checking collisions for ("
368 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
370 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
373 bool standing_on_unloaded = false;
376 Go through every node around the player
378 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
379 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
380 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
382 bool is_unloaded = false;
384 // Player collides into walkable nodes
385 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
388 catch(InvalidPositionException &e)
391 // Doing nothing here will block the player from
392 // walking over map borders
395 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
398 See if the player is touching ground.
400 Player touches ground if player's minimum Y is near node's
401 maximum Y and player's X-Z-area overlaps with the node's
404 Use 0.15*BS so that it is easier to get on a node.
407 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
408 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
409 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
410 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
411 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
412 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
414 touching_ground = true;
416 standing_on_unloaded = true;
419 // If player doesn't intersect with node, ignore node.
420 if(playerbox.intersectsWithBox(nodebox) == false)
424 Go through every axis
427 v3f(0,0,1), // back-front
428 v3f(0,1,0), // top-bottom
429 v3f(1,0,0), // right-left
431 for(u16 i=0; i<3; i++)
434 Calculate values along the axis
436 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
437 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
438 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
439 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
440 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
441 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
444 Check collision for the axis.
445 Collision happens when player is going through a surface.
449 // Make it easier to get on top of a node
452 bool negative_axis_collides =
453 (nodemax > playermin && nodemax <= playermin_old + neg_d
454 && m_speed.dotProduct(dirs[i]) < 0);
455 bool positive_axis_collides =
456 (nodemin < playermax && nodemin >= playermax_old - pos_d
457 && m_speed.dotProduct(dirs[i]) > 0);*/
458 bool negative_axis_collides =
459 (nodemax > playermin && nodemax <= playermin_old + d
460 && m_speed.dotProduct(dirs[i]) < 0);
461 bool positive_axis_collides =
462 (nodemin < playermax && nodemin >= playermax_old - d
463 && m_speed.dotProduct(dirs[i]) > 0);
464 bool main_axis_collides =
465 negative_axis_collides || positive_axis_collides;
468 Check overlap of player and node in other axes
470 bool other_axes_overlap = true;
471 for(u16 j=0; j<3; j++)
475 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
476 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
477 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
478 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
479 if(!(nodemax - d > playermin && nodemin + d < playermax))
481 other_axes_overlap = false;
487 If this is a collision, revert the position in the main
490 if(other_axes_overlap && main_axis_collides)
492 //v3f old_speed = m_speed;
494 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
495 position -= position.dotProduct(dirs[i]) * dirs[i];
496 position += oldpos.dotProduct(dirs[i]) * dirs[i];
500 // Report fall collision
501 if(old_speed.Y < m_speed.Y - 0.1)
504 info.t = COLLISION_FALL;
505 info.speed = m_speed.Y - old_speed.Y;
506 collision_info->push_back(info);
515 Check the nodes under the player to see from which node the
516 player is sneaking from, if any.
519 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
520 v2f player_p2df(position.X, position.Z);
521 f32 min_distance_f = 100000.0*BS;
522 // If already seeking from some node, compare to it.
523 /*if(m_sneak_node_exists)
525 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
526 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
527 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
528 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
529 // Ignore if player is not on the same level (likely dropped)
530 if(d_vert_f < 0.15*BS)
531 min_distance_f = d_horiz_f;
533 v3s16 new_sneak_node = m_sneak_node;
534 for(s16 x=-1; x<=1; x++)
535 for(s16 z=-1; z<=1; z++)
537 v3s16 p = pos_i_bottom + v3s16(x,0,z);
538 v3f pf = intToFloat(p, BS);
539 v2f node_p2df(pf.X, pf.Z);
540 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
541 f32 max_axis_distance_f = MYMAX(
542 fabs(player_p2df.X-node_p2df.X),
543 fabs(player_p2df.Y-node_p2df.Y));
545 if(distance_f > min_distance_f ||
546 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
550 // The node to be sneaked on has to be walkable
551 if(nodemgr->get(map.getNode(p)).walkable == false)
553 // And the node above it has to be nonwalkable
554 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
557 catch(InvalidPositionException &e)
562 min_distance_f = distance_f;
566 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
568 if(control.sneak && m_sneak_node_exists)
571 m_sneak_node = new_sneak_node;
575 m_sneak_node = new_sneak_node;
576 m_sneak_node_exists = sneak_node_found;
580 If sneaking, the player's collision box can be in air, so
581 this has to be set explicitly
583 if(sneak_node_found && control.sneak)
584 touching_ground = true;
590 setPosition(position);
597 // Report fall collision
598 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
601 info.t = COLLISION_FALL;
602 info.speed = m_speed.Y - old_speed.Y;
603 collision_info->push_back(info);
608 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
610 move(dtime, map, pos_max_d, NULL);
613 void LocalPlayer::applyControl(float dtime)
619 f32 walk_acceleration = 4.0 * BS;
620 f32 walkspeed_max = 4.0 * BS;
622 setPitch(control.pitch);
625 v3f move_direction = v3f(0,0,1);
626 move_direction.rotateXZBy(getYaw());
628 v3f speed = v3f(0,0,0);
630 bool free_move = g_settings->getBool("free_move");
631 bool fast_move = g_settings->getBool("fast_move");
632 bool continuous_forward = g_settings->getBool("continuous_forward");
634 if(free_move || is_climbing)
636 v3f speed = getSpeed();
641 // Whether superspeed mode is used or not
642 bool superspeed = false;
644 // If free movement and fast movement, always move fast
645 if(free_move && fast_move)
648 // Auxiliary button 1 (E)
653 // In free movement mode, aux1 descends
654 v3f speed = getSpeed();
658 speed.Y = -walkspeed_max;
663 v3f speed = getSpeed();
669 // If not free movement but fast is allowed, aux1 is
676 if(continuous_forward)
677 speed += move_direction;
681 if(continuous_forward)
684 speed += move_direction;
688 speed -= move_direction;
692 speed += move_direction.crossProduct(v3f(0,1,0));
696 speed += move_direction.crossProduct(v3f(0,-1,0));
702 v3f speed = getSpeed();
706 speed.Y = walkspeed_max;
709 else if(touching_ground)
711 v3f speed = getSpeed();
713 NOTE: The d value in move() affects jump height by
714 raising the height at which the jump speed is kept
715 at its starting value
720 // Use the oscillating value for getting out of water
721 // (so that the player doesn't fly on the surface)
724 v3f speed = getSpeed();
731 v3f speed = getSpeed();
737 // The speed of the player (Y is ignored)
739 speed = speed.normalize() * walkspeed_max * 5.0;
740 else if(control.sneak)
741 speed = speed.normalize() * walkspeed_max / 3.0;
743 speed = speed.normalize() * walkspeed_max;
745 f32 inc = walk_acceleration * BS * dtime;
747 // Faster acceleration if fast and free movement
748 if(free_move && fast_move)
749 inc = walk_acceleration * BS * dtime * 10;
751 // Accelerate to target speed with maximum increment
752 accelerate(speed, inc);