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"
27 touching_ground(false),
29 in_water_stable(false),
31 craftresult_is_preview(true),
33 peer_id(PEER_ID_INEXISTENT),
40 updateName("<not set>");
48 void Player::resetInventory()
51 inventory.addList("main", PLAYER_INVENTORY_SIZE);
52 inventory.addList("craft", 9);
53 inventory.addList("craftresult", 1);
56 // Y direction is ignored
57 void Player::accelerate(v3f target_speed, f32 max_increase)
59 v3f d_wanted = target_speed - m_speed;
61 f32 dl_wanted = d_wanted.getLength();
66 v3f d = d_wanted.normalize() * dl;
73 if(m_speed.X < target_speed.X - max_increase)
74 m_speed.X += max_increase;
75 else if(m_speed.X > target_speed.X + max_increase)
76 m_speed.X -= max_increase;
77 else if(m_speed.X < target_speed.X)
78 m_speed.X = target_speed.X;
79 else if(m_speed.X > target_speed.X)
80 m_speed.X = target_speed.X;
82 if(m_speed.Z < target_speed.Z - max_increase)
83 m_speed.Z += max_increase;
84 else if(m_speed.Z > target_speed.Z + max_increase)
85 m_speed.Z -= max_increase;
86 else if(m_speed.Z < target_speed.Z)
87 m_speed.Z = target_speed.Z;
88 else if(m_speed.Z > target_speed.Z)
89 m_speed.Z = target_speed.Z;
93 void Player::serialize(std::ostream &os)
95 // Utilize a Settings object for storing values
97 args.setS32("version", 1);
98 args.set("name", m_name);
99 args.setFloat("pitch", m_pitch);
100 args.setFloat("yaw", m_yaw);
101 args.setV3F("position", m_position);
102 args.setBool("craftresult_is_preview", craftresult_is_preview);
103 args.setS32("hp", hp);
104 args.setU64("privs", privs);
108 os<<"PlayerArgsEnd\n";
110 inventory.serialize(os);
113 void Player::deSerialize(std::istream &is)
120 throw SerializationError
121 ("Player::deSerialize(): PlayerArgsEnd not found");
123 std::getline(is, line);
124 std::string trimmedline = trim(line);
125 if(trimmedline == "PlayerArgsEnd")
127 args.parseConfigLine(line);
130 //args.getS32("version");
131 std::string name = args.get("name");
132 updateName(name.c_str());
133 m_pitch = args.getFloat("pitch");
134 m_yaw = args.getFloat("yaw");
135 m_position = args.getV3F("position");
137 craftresult_is_preview = args.getBool("craftresult_is_preview");
138 }catch(SettingNotFoundException &e){
139 craftresult_is_preview = true;
142 hp = args.getS32("hp");
143 }catch(SettingNotFoundException &e){
147 privs = args.getU64("privs");
148 }catch(SettingNotFoundException &e){
149 privs = PRIV_DEFAULT;
152 inventory.deSerialize(is);
161 RemotePlayer::RemotePlayer(
162 scene::ISceneNode* parent,
163 IrrlichtDevice *device,
165 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
168 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
170 if(parent != NULL && device != NULL)
172 // ISceneNode stores a member called SceneManager
173 scene::ISceneManager* mgr = SceneManager;
174 video::IVideoDriver* driver = mgr->getVideoDriver();
175 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
177 // Add a text node for showing the name
178 wchar_t wname[1] = {0};
179 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
180 wname, video::SColor(255,255,255,255), this);
181 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
183 // Attach a simple mesh to the player for showing an image
184 scene::SMesh *mesh = new scene::SMesh();
186 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
187 video::SColor c(255,255,255,255);
188 video::S3DVertex vertices[4] =
190 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
191 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
192 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
193 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
195 u16 indices[] = {0,1,2,2,3,0};
196 buf->append(vertices, 4, indices, 6);
198 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
199 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
200 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
201 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
202 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
203 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
204 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
206 mesh->addMeshBuffer(buf);
210 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
211 video::SColor c(255,255,255,255);
212 video::S3DVertex vertices[4] =
214 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
215 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
216 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
217 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
219 u16 indices[] = {0,1,2,2,3,0};
220 buf->append(vertices, 4, indices, 6);
222 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
223 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
224 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
225 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
226 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
227 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
229 mesh->addMeshBuffer(buf);
232 m_node = mgr->addMeshSceneNode(mesh, this);
234 m_node->setPosition(v3f(0,0,0));
238 RemotePlayer::~RemotePlayer()
240 if(SceneManager != NULL)
241 ISceneNode::remove();
244 void RemotePlayer::updateName(const char *name)
246 Player::updateName(name);
249 wchar_t wname[PLAYERNAME_SIZE];
250 mbstowcs(wname, m_name, strlen(m_name)+1);
251 m_text->setText(wname);
255 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
257 m_pos_animation_time_counter += dtime;
258 m_pos_animation_counter += dtime;
259 v3f movevector = m_position - m_oldpos;
261 if(m_pos_animation_time < 0.001)
264 moveratio = m_pos_animation_counter / m_pos_animation_time;
267 m_showpos = m_oldpos + movevector * moveratio;
269 ISceneNode::setPosition(m_showpos);
279 LocalPlayer::LocalPlayer():
280 m_sneak_node(32767,32767,32767),
281 m_sneak_node_exists(false)
283 // Initialize hp to 0, so that no hearts will be shown if server
284 // doesn't support health points
288 LocalPlayer::~LocalPlayer()
292 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
293 core::list<CollisionInfo> *collision_info)
295 v3f position = getPosition();
296 v3f oldpos = position;
297 v3s16 oldpos_i = floatToInt(oldpos, BS);
299 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
300 <<oldpos_i.Z<<")"<<std::endl;*/
303 Calculate new position
305 position += m_speed * dtime;
307 // Skip collision detection if a special movement mode is used
308 bool free_move = g_settings.getBool("free_move");
311 setPosition(position);
319 // Player position in nodes
320 v3s16 pos_i = floatToInt(position, BS);
323 Check if player is in water (the oscillating value)
326 // If in water, the threshold of coming out is at higher y
329 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
330 in_water = content_liquid(map.getNode(pp).d);
332 // If not in water, the threshold of going in is at lower y
335 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
336 in_water = content_liquid(map.getNode(pp).d);
339 catch(InvalidPositionException &e)
345 Check if player is in water (the stable value)
348 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
349 in_water_stable = content_liquid(map.getNode(pp).d);
351 catch(InvalidPositionException &e)
353 in_water_stable = false;
357 Collision uncertainty radius
358 Make it a bit larger than the maximum distance of movement
360 //f32 d = pos_max_d * 1.1;
361 // A fairly large value in here makes moving smoother
364 // This should always apply, otherwise there are glitches
365 assert(d > pos_max_d);
367 float player_radius = BS*0.35;
368 float player_height = BS*1.7;
370 // Maximum distance over border for sneaking
371 f32 sneak_max = BS*0.4;
374 If sneaking, player has larger collision radius to keep from
378 player_radius = sneak_max + d*1.1;*/
381 If sneaking, keep in range from the last walked node and don't
384 if(control.sneak && m_sneak_node_exists)
386 f32 maxd = 0.5*BS + sneak_max;
387 v3f lwn_f = intToFloat(m_sneak_node, BS);
388 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
389 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
391 f32 min_y = lwn_f.Y + 0.5*BS;
392 if(position.Y < min_y)
401 Calculate player collision box (new and old)
403 core::aabbox3d<f32> playerbox(
404 position.X - player_radius,
406 position.Z - player_radius,
407 position.X + player_radius,
408 position.Y + player_height,
409 position.Z + player_radius
411 core::aabbox3d<f32> playerbox_old(
412 oldpos.X - player_radius,
414 oldpos.Z - player_radius,
415 oldpos.X + player_radius,
416 oldpos.Y + player_height,
417 oldpos.Z + player_radius
421 If the player's feet touch the topside of any node, this is
424 Player is allowed to jump when this is true.
426 touching_ground = false;
428 /*std::cout<<"Checking collisions for ("
429 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
431 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
435 Go through every node around the player
437 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
438 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
439 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
442 // Player collides into walkable nodes
443 if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
446 catch(InvalidPositionException &e)
448 // Doing nothing here will block the player from
449 // walking over map borders
452 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
455 See if the player is touching ground.
457 Player touches ground if player's minimum Y is near node's
458 maximum Y and player's X-Z-area overlaps with the node's
461 Use 0.15*BS so that it is easier to get on a node.
464 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
465 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
466 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
467 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
468 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
469 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
471 touching_ground = true;
474 // If player doesn't intersect with node, ignore node.
475 if(playerbox.intersectsWithBox(nodebox) == false)
479 Go through every axis
482 v3f(0,0,1), // back-front
483 v3f(0,1,0), // top-bottom
484 v3f(1,0,0), // right-left
486 for(u16 i=0; i<3; i++)
489 Calculate values along the axis
491 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
492 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
493 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
494 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
495 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
496 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
499 Check collision for the axis.
500 Collision happens when player is going through a surface.
504 // Make it easier to get on top of a node
507 bool negative_axis_collides =
508 (nodemax > playermin && nodemax <= playermin_old + neg_d
509 && m_speed.dotProduct(dirs[i]) < 0);
510 bool positive_axis_collides =
511 (nodemin < playermax && nodemin >= playermax_old - pos_d
512 && m_speed.dotProduct(dirs[i]) > 0);*/
513 bool negative_axis_collides =
514 (nodemax > playermin && nodemax <= playermin_old + d
515 && m_speed.dotProduct(dirs[i]) < 0);
516 bool positive_axis_collides =
517 (nodemin < playermax && nodemin >= playermax_old - d
518 && m_speed.dotProduct(dirs[i]) > 0);
519 bool main_axis_collides =
520 negative_axis_collides || positive_axis_collides;
523 Check overlap of player and node in other axes
525 bool other_axes_overlap = true;
526 for(u16 j=0; j<3; j++)
530 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
531 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
532 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
533 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
534 if(!(nodemax - d > playermin && nodemin + d < playermax))
536 other_axes_overlap = false;
542 If this is a collision, revert the position in the main
545 if(other_axes_overlap && main_axis_collides)
547 v3f old_speed = m_speed;
549 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
550 position -= position.dotProduct(dirs[i]) * dirs[i];
551 position += oldpos.dotProduct(dirs[i]) * dirs[i];
555 // Report fall collision
556 if(old_speed.Y < m_speed.Y - 0.1)
559 info.t = COLLISION_FALL;
560 info.speed = m_speed.Y - old_speed.Y;
561 collision_info->push_back(info);
570 Check the nodes under the player to see from which node the
571 player is sneaking from, if any.
574 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
575 v2f player_p2df(position.X, position.Z);
576 f32 min_distance_f = 100000.0*BS;
577 // If already seeking from some node, compare to it.
578 /*if(m_sneak_node_exists)
580 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
581 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
582 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
583 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
584 // Ignore if player is not on the same level (likely dropped)
585 if(d_vert_f < 0.15*BS)
586 min_distance_f = d_horiz_f;
588 v3s16 new_sneak_node = m_sneak_node;
589 for(s16 x=-1; x<=1; x++)
590 for(s16 z=-1; z<=1; z++)
592 v3s16 p = pos_i_bottom + v3s16(x,0,z);
593 v3f pf = intToFloat(p, BS);
594 v2f node_p2df(pf.X, pf.Z);
595 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
596 f32 max_axis_distance_f = MYMAX(
597 fabs(player_p2df.X-node_p2df.X),
598 fabs(player_p2df.Y-node_p2df.Y));
600 if(distance_f > min_distance_f ||
601 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
605 // The node to be sneaked on has to be walkable
606 if(content_walkable(map.getNode(p).d) == false)
608 // And the node above it has to be nonwalkable
609 if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
612 catch(InvalidPositionException &e)
617 min_distance_f = distance_f;
621 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
623 if(control.sneak && m_sneak_node_exists)
626 m_sneak_node = new_sneak_node;
630 m_sneak_node = new_sneak_node;
631 m_sneak_node_exists = sneak_node_found;
635 If sneaking, the player's collision box can be in air, so
636 this has to be set explicitly
638 if(sneak_node_found && control.sneak)
639 touching_ground = true;
645 setPosition(position);
648 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
650 move(dtime, map, pos_max_d, NULL);
653 void LocalPlayer::applyControl(float dtime)
659 f32 walk_acceleration = 4.0 * BS;
660 f32 walkspeed_max = 4.0 * BS;
662 setPitch(control.pitch);
665 v3f move_direction = v3f(0,0,1);
666 move_direction.rotateXZBy(getYaw());
668 v3f speed = v3f(0,0,0);
670 bool free_move = g_settings.getBool("free_move");
671 bool fast_move = g_settings.getBool("fast_move");
672 bool continuous_forward = g_settings.getBool("continuous_forward");
676 v3f speed = getSpeed();
681 // Whether superspeed mode is used or not
682 bool superspeed = false;
684 // If free movement and fast movement, always move fast
685 if(free_move && fast_move)
688 // Auxiliary button 1 (E)
693 // In free movement mode, aux1 descends
694 v3f speed = getSpeed();
698 speed.Y = -walkspeed_max;
703 // If not free movement but fast is allowed, aux1 is
710 if(continuous_forward)
711 speed += move_direction;
715 if(continuous_forward)
718 speed += move_direction;
722 speed -= move_direction;
726 speed += move_direction.crossProduct(v3f(0,1,0));
730 speed += move_direction.crossProduct(v3f(0,-1,0));
736 v3f speed = getSpeed();
740 speed.Y = walkspeed_max;
743 else if(touching_ground)
745 v3f speed = getSpeed();
747 NOTE: The d value in move() affects jump height by
748 raising the height at which the jump speed is kept
749 at its starting value
754 // Use the oscillating value for getting out of water
755 // (so that the player doesn't fly on the surface)
758 v3f speed = getSpeed();
765 // The speed of the player (Y is ignored)
767 speed = speed.normalize() * walkspeed_max * 5.0;
768 else if(control.sneak)
769 speed = speed.normalize() * walkspeed_max / 3.0;
771 speed = speed.normalize() * walkspeed_max;
773 f32 inc = walk_acceleration * BS * dtime;
775 // Faster acceleration if fast and free movement
776 if(free_move && fast_move)
777 inc = walk_acceleration * BS * dtime * 10;
779 // Accelerate to target speed with maximum increment
780 accelerate(speed, inc);