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),
36 inventory_backup(NULL),
37 craftresult_is_preview(true),
39 peer_id(PEER_ID_INEXISTENT),
46 updateName("<not set>");
52 delete inventory_backup;
55 void Player::wieldItem(u16 item)
57 m_selected_item = item;
60 void Player::resetInventory()
63 inventory.addList("main", PLAYER_INVENTORY_SIZE);
64 inventory.addList("craft", 9);
65 inventory.addList("craftresult", 1);
68 // Y direction is ignored
69 void Player::accelerate(v3f target_speed, f32 max_increase)
71 v3f d_wanted = target_speed - m_speed;
73 f32 dl_wanted = d_wanted.getLength();
78 v3f d = d_wanted.normalize() * dl;
85 if(m_speed.X < target_speed.X - max_increase)
86 m_speed.X += max_increase;
87 else if(m_speed.X > target_speed.X + max_increase)
88 m_speed.X -= max_increase;
89 else if(m_speed.X < target_speed.X)
90 m_speed.X = target_speed.X;
91 else if(m_speed.X > target_speed.X)
92 m_speed.X = target_speed.X;
94 if(m_speed.Z < target_speed.Z - max_increase)
95 m_speed.Z += max_increase;
96 else if(m_speed.Z > target_speed.Z + max_increase)
97 m_speed.Z -= max_increase;
98 else if(m_speed.Z < target_speed.Z)
99 m_speed.Z = target_speed.Z;
100 else if(m_speed.Z > target_speed.Z)
101 m_speed.Z = target_speed.Z;
105 void Player::serialize(std::ostream &os)
107 // Utilize a Settings object for storing values
109 args.setS32("version", 1);
110 args.set("name", m_name);
111 //args.set("password", m_password);
112 args.setFloat("pitch", m_pitch);
113 args.setFloat("yaw", m_yaw);
114 args.setV3F("position", m_position);
115 args.setBool("craftresult_is_preview", craftresult_is_preview);
116 args.setS32("hp", hp);
120 os<<"PlayerArgsEnd\n";
122 // If actual inventory is backed up due to creative mode, save it
123 // instead of the dummy creative mode inventory
125 inventory_backup->serialize(os);
127 inventory.serialize(os);
130 void Player::deSerialize(std::istream &is)
137 throw SerializationError
138 ("Player::deSerialize(): PlayerArgsEnd not found");
140 std::getline(is, line);
141 std::string trimmedline = trim(line);
142 if(trimmedline == "PlayerArgsEnd")
144 args.parseConfigLine(line);
147 //args.getS32("version"); // Version field value not used
148 std::string name = args.get("name");
149 updateName(name.c_str());
150 setPitch(args.getFloat("pitch"));
151 setYaw(args.getFloat("yaw"));
152 setPosition(args.getV3F("position"));
154 craftresult_is_preview = args.getBool("craftresult_is_preview");
155 }catch(SettingNotFoundException &e){
156 craftresult_is_preview = true;
159 hp = args.getS32("hp");
160 }catch(SettingNotFoundException &e){
164 inventory.deSerialize(is);
173 RemotePlayer::RemotePlayer(
174 scene::ISceneNode* parent,
175 IrrlichtDevice *device,
177 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
180 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
182 if(parent != NULL && device != NULL)
184 // ISceneNode stores a member called SceneManager
185 scene::ISceneManager* mgr = SceneManager;
186 video::IVideoDriver* driver = mgr->getVideoDriver();
187 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
189 // Add a text node for showing the name
190 wchar_t wname[1] = {0};
191 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
192 wname, video::SColor(255,255,255,255), this);
193 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
195 // Attach a simple mesh to the player for showing an image
196 scene::SMesh *mesh = new scene::SMesh();
198 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
199 video::SColor c(255,255,255,255);
200 video::S3DVertex vertices[4] =
202 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
203 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
204 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
205 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
207 u16 indices[] = {0,1,2,2,3,0};
208 buf->append(vertices, 4, indices, 6);
210 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
211 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
212 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
213 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
214 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
215 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
216 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
218 mesh->addMeshBuffer(buf);
222 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
223 video::SColor c(255,255,255,255);
224 video::S3DVertex vertices[4] =
226 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
227 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
228 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
229 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
231 u16 indices[] = {0,1,2,2,3,0};
232 buf->append(vertices, 4, indices, 6);
234 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
235 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
236 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
237 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
238 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
239 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
241 mesh->addMeshBuffer(buf);
244 m_node = mgr->addMeshSceneNode(mesh, this);
246 m_node->setPosition(v3f(0,0,0));
250 RemotePlayer::~RemotePlayer()
252 if(SceneManager != NULL)
253 ISceneNode::remove();
256 void RemotePlayer::updateName(const char *name)
258 Player::updateName(name);
261 wchar_t wname[PLAYERNAME_SIZE];
262 mbstowcs(wname, m_name, strlen(m_name)+1);
263 m_text->setText(wname);
267 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
269 m_pos_animation_time_counter += dtime;
270 m_pos_animation_counter += dtime;
271 v3f movevector = m_position - m_oldpos;
273 if(m_pos_animation_time < 0.001)
276 moveratio = m_pos_animation_counter / m_pos_animation_time;
279 m_showpos = m_oldpos + movevector * moveratio;
281 ISceneNode::setPosition(m_showpos);
291 LocalPlayer::LocalPlayer():
292 m_sneak_node(32767,32767,32767),
293 m_sneak_node_exists(false)
295 // Initialize hp to 0, so that no hearts will be shown if server
296 // doesn't support health points
300 LocalPlayer::~LocalPlayer()
304 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
305 core::list<CollisionInfo> *collision_info)
307 v3f position = getPosition();
308 v3f oldpos = position;
309 v3s16 oldpos_i = floatToInt(oldpos, BS);
311 v3f old_speed = m_speed;
313 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
314 <<oldpos_i.Z<<")"<<std::endl;*/
317 Calculate new position
319 position += m_speed * dtime;
321 // Skip collision detection if a special movement mode is used
322 bool free_move = g_settings->getBool("free_move");
325 setPosition(position);
333 // Player position in nodes
334 v3s16 pos_i = floatToInt(position, BS);
337 Check if player is in water (the oscillating value)
340 // If in water, the threshold of coming out is at higher y
343 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
344 in_water = content_liquid(map.getNode(pp).getContent());
346 // If not in water, the threshold of going in is at lower y
349 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
350 in_water = content_liquid(map.getNode(pp).getContent());
353 catch(InvalidPositionException &e)
359 Check if player is in water (the stable value)
362 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
363 in_water_stable = content_liquid(map.getNode(pp).getContent());
365 catch(InvalidPositionException &e)
367 in_water_stable = false;
371 Check if player is climbing
375 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
376 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
377 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
378 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
380 catch(InvalidPositionException &e)
386 Collision uncertainty radius
387 Make it a bit larger than the maximum distance of movement
389 //f32 d = pos_max_d * 1.1;
390 // A fairly large value in here makes moving smoother
393 // This should always apply, otherwise there are glitches
394 assert(d > pos_max_d);
396 float player_radius = BS*0.35;
397 float player_height = BS*1.7;
399 // Maximum distance over border for sneaking
400 f32 sneak_max = BS*0.4;
403 If sneaking, player has larger collision radius to keep from
407 player_radius = sneak_max + d*1.1;*/
410 If sneaking, keep in range from the last walked node and don't
413 if(control.sneak && m_sneak_node_exists)
415 f32 maxd = 0.5*BS + sneak_max;
416 v3f lwn_f = intToFloat(m_sneak_node, BS);
417 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
418 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
420 f32 min_y = lwn_f.Y + 0.5*BS;
421 if(position.Y < min_y)
425 //v3f old_speed = m_speed;
432 // Report fall collision
433 if(old_speed.Y < m_speed.Y - 0.1)
436 info.t = COLLISION_FALL;
437 info.speed = m_speed.Y - old_speed.Y;
438 collision_info->push_back(info);
445 Calculate player collision box (new and old)
447 core::aabbox3d<f32> playerbox(
448 position.X - player_radius,
450 position.Z - player_radius,
451 position.X + player_radius,
452 position.Y + player_height,
453 position.Z + player_radius
455 core::aabbox3d<f32> playerbox_old(
456 oldpos.X - player_radius,
458 oldpos.Z - player_radius,
459 oldpos.X + player_radius,
460 oldpos.Y + player_height,
461 oldpos.Z + player_radius
465 If the player's feet touch the topside of any node, this is
468 Player is allowed to jump when this is true.
470 touching_ground = false;
472 /*std::cout<<"Checking collisions for ("
473 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
475 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
478 bool standing_on_unloaded = false;
481 Go through every node around the player
483 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
484 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
485 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
487 bool is_unloaded = false;
489 // Player collides into walkable nodes
490 if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
493 catch(InvalidPositionException &e)
496 // Doing nothing here will block the player from
497 // walking over map borders
500 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
503 See if the player is touching ground.
505 Player touches ground if player's minimum Y is near node's
506 maximum Y and player's X-Z-area overlaps with the node's
509 Use 0.15*BS so that it is easier to get on a node.
512 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
513 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
514 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
515 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
516 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
517 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
519 touching_ground = true;
521 standing_on_unloaded = true;
524 // If player doesn't intersect with node, ignore node.
525 if(playerbox.intersectsWithBox(nodebox) == false)
529 Go through every axis
532 v3f(0,0,1), // back-front
533 v3f(0,1,0), // top-bottom
534 v3f(1,0,0), // right-left
536 for(u16 i=0; i<3; i++)
539 Calculate values along the axis
541 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
542 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
543 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
544 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
545 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
546 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
549 Check collision for the axis.
550 Collision happens when player is going through a surface.
554 // Make it easier to get on top of a node
557 bool negative_axis_collides =
558 (nodemax > playermin && nodemax <= playermin_old + neg_d
559 && m_speed.dotProduct(dirs[i]) < 0);
560 bool positive_axis_collides =
561 (nodemin < playermax && nodemin >= playermax_old - pos_d
562 && m_speed.dotProduct(dirs[i]) > 0);*/
563 bool negative_axis_collides =
564 (nodemax > playermin && nodemax <= playermin_old + d
565 && m_speed.dotProduct(dirs[i]) < 0);
566 bool positive_axis_collides =
567 (nodemin < playermax && nodemin >= playermax_old - d
568 && m_speed.dotProduct(dirs[i]) > 0);
569 bool main_axis_collides =
570 negative_axis_collides || positive_axis_collides;
573 Check overlap of player and node in other axes
575 bool other_axes_overlap = true;
576 for(u16 j=0; j<3; j++)
580 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
581 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
582 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
583 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
584 if(!(nodemax - d > playermin && nodemin + d < playermax))
586 other_axes_overlap = false;
592 If this is a collision, revert the position in the main
595 if(other_axes_overlap && main_axis_collides)
597 //v3f old_speed = m_speed;
599 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
600 position -= position.dotProduct(dirs[i]) * dirs[i];
601 position += oldpos.dotProduct(dirs[i]) * dirs[i];
605 // Report fall collision
606 if(old_speed.Y < m_speed.Y - 0.1)
609 info.t = COLLISION_FALL;
610 info.speed = m_speed.Y - old_speed.Y;
611 collision_info->push_back(info);
620 Check the nodes under the player to see from which node the
621 player is sneaking from, if any.
624 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
625 v2f player_p2df(position.X, position.Z);
626 f32 min_distance_f = 100000.0*BS;
627 // If already seeking from some node, compare to it.
628 /*if(m_sneak_node_exists)
630 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
631 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
632 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
633 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
634 // Ignore if player is not on the same level (likely dropped)
635 if(d_vert_f < 0.15*BS)
636 min_distance_f = d_horiz_f;
638 v3s16 new_sneak_node = m_sneak_node;
639 for(s16 x=-1; x<=1; x++)
640 for(s16 z=-1; z<=1; z++)
642 v3s16 p = pos_i_bottom + v3s16(x,0,z);
643 v3f pf = intToFloat(p, BS);
644 v2f node_p2df(pf.X, pf.Z);
645 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
646 f32 max_axis_distance_f = MYMAX(
647 fabs(player_p2df.X-node_p2df.X),
648 fabs(player_p2df.Y-node_p2df.Y));
650 if(distance_f > min_distance_f ||
651 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
655 // The node to be sneaked on has to be walkable
656 if(content_walkable(map.getNode(p).getContent()) == false)
658 // And the node above it has to be nonwalkable
659 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
662 catch(InvalidPositionException &e)
667 min_distance_f = distance_f;
671 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
673 if(control.sneak && m_sneak_node_exists)
676 m_sneak_node = new_sneak_node;
680 m_sneak_node = new_sneak_node;
681 m_sneak_node_exists = sneak_node_found;
685 If sneaking, the player's collision box can be in air, so
686 this has to be set explicitly
688 if(sneak_node_found && control.sneak)
689 touching_ground = true;
695 setPosition(position);
702 // Report fall collision
703 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
706 info.t = COLLISION_FALL;
707 info.speed = m_speed.Y - old_speed.Y;
708 collision_info->push_back(info);
713 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
715 move(dtime, map, pos_max_d, NULL);
718 void LocalPlayer::applyControl(float dtime)
724 f32 walk_acceleration = 4.0 * BS;
725 f32 walkspeed_max = 4.0 * BS;
727 setPitch(control.pitch);
730 v3f move_direction = v3f(0,0,1);
731 move_direction.rotateXZBy(getYaw());
733 v3f speed = v3f(0,0,0);
735 bool free_move = g_settings->getBool("free_move");
736 bool fast_move = g_settings->getBool("fast_move");
737 bool continuous_forward = g_settings->getBool("continuous_forward");
739 if(free_move || is_climbing)
741 v3f speed = getSpeed();
746 // Whether superspeed mode is used or not
747 bool superspeed = false;
749 // If free movement and fast movement, always move fast
750 if(free_move && fast_move)
753 // Auxiliary button 1 (E)
758 // In free movement mode, aux1 descends
759 v3f speed = getSpeed();
763 speed.Y = -walkspeed_max;
768 v3f speed = getSpeed();
774 // If not free movement but fast is allowed, aux1 is
781 if(continuous_forward)
782 speed += move_direction;
786 if(continuous_forward)
789 speed += move_direction;
793 speed -= move_direction;
797 speed += move_direction.crossProduct(v3f(0,1,0));
801 speed += move_direction.crossProduct(v3f(0,-1,0));
807 v3f speed = getSpeed();
811 speed.Y = walkspeed_max;
814 else if(touching_ground)
816 v3f speed = getSpeed();
818 NOTE: The d value in move() affects jump height by
819 raising the height at which the jump speed is kept
820 at its starting value
825 // Use the oscillating value for getting out of water
826 // (so that the player doesn't fly on the surface)
829 v3f speed = getSpeed();
836 v3f speed = getSpeed();
842 // The speed of the player (Y is ignored)
844 speed = speed.normalize() * walkspeed_max * 5.0;
845 else if(control.sneak)
846 speed = speed.normalize() * walkspeed_max / 3.0;
848 speed = speed.normalize() * walkspeed_max;
850 f32 inc = walk_acceleration * BS * dtime;
852 // Faster acceleration if fast and free movement
853 if(free_move && fast_move)
854 inc = walk_acceleration * BS * dtime * 10;
856 // Accelerate to target speed with maximum increment
857 accelerate(speed, inc);