]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Replace constant red hurt screen with fade out red
[dragonfireclient.git] / src / localplayer.cpp
index bbe447a6c3f8cc5d096b9141d1585fa333561651..751478213e13f0eb59f6d82440d1f6efc45bf5ac 100644 (file)
@@ -3,21 +3,22 @@ Minetest-c55
 Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "localplayer.h"
+
 #include "main.h" // For g_settings
 #include "event.h"
 #include "collision.h"
@@ -25,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "settings.h"
 #include "map.h"
+#include "util/numeric.h"
 
 /*
        LocalPlayer
@@ -32,8 +34,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 LocalPlayer::LocalPlayer(IGameDef *gamedef):
        Player(gamedef),
+       isAttached(false),
+       overridePosition(v3f(0,0,0)),
+       last_position(v3f(0,0,0)),
+       last_speed(v3f(0,0,0)),
+       last_pitch(0),
+       last_yaw(0),
+       last_keyPressed(0),
        m_sneak_node(32767,32767,32767),
-       m_sneak_node_exists(false)
+       m_sneak_node_exists(false),
+       m_old_node_below(32767,32767,32767),
+       m_old_node_below_type("air"),
+       m_need_to_get_new_sneak_node(true),
+       m_can_jump(false)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -50,24 +63,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
        v3f position = getPosition();
-       v3f oldpos = position;
-       v3s16 oldpos_i = floatToInt(oldpos, BS);
 
        v3f old_speed = m_speed;
 
-       /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
-                       <<oldpos_i.Z<<")"<<std::endl;*/
+       // Copy parent position if local player is attached
+       if(isAttached)
+       {
+               setPosition(overridePosition);
+               return;
+       }
 
-       /*
-               Calculate new position
-       */
-       position += m_speed * dtime;
-       
-       // Skip collision detection if a special movement mode is used
+       // Skip collision detection if noclip mode is used
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool free_move = fly_allowed && g_settings->getBool("free_move");
+       bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
        if(free_move)
        {
+        position += m_speed * dtime;
                setPosition(position);
                return;
        }
@@ -76,9 +89,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Collision detection
        */
        
-       // Player position in nodes
-       v3s16 pos_i = floatToInt(position, BS);
-       
        /*
                Check if player is in water (the oscillating value)
        */
@@ -145,45 +155,27 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
-       /*
-               If sneaking, player has larger collision radius to keep from
-               falling
-       */
-       /*if(control.sneak)
-               player_radius = sneak_max + d*1.1;*/
-       
        /*
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists)
+       if(control.sneak && m_sneak_node_exists && !g_settings->getBool("free_move"))
        {
                f32 maxd = 0.5*BS + sneak_max;
                v3f lwn_f = intToFloat(m_sneak_node, BS);
                position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
                position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
                
-               f32 min_y = lwn_f.Y + 0.5*BS;
-               if(position.Y < min_y)
+               if(!is_climbing)
                {
-                       position.Y = min_y;
-
-                       //v3f old_speed = m_speed;
-
-                       if(m_speed.Y < 0)
-                               m_speed.Y = 0;
-
-                       /*if(collision_info)
+                       f32 min_y = lwn_f.Y + 0.5*BS;
+                       if(position.Y < min_y)
                        {
-                               // Report fall collision
-                               if(old_speed.Y < m_speed.Y - 0.1)
-                               {
-                                       CollisionInfo info;
-                                       info.t = COLLISION_FALL;
-                                       info.speed = m_speed.Y - old_speed.Y;
-                                       collision_info->push_back(info);
-                               }
-                       }*/
+                               position.Y = min_y;
+
+                               if(m_speed.Y < 0)
+                                       m_speed.Y = 0;
+                       }
                }
        }
 
@@ -191,22 +183,22 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Calculate player collision box (new and old)
        */
        core::aabbox3d<f32> playerbox(
-               position.X - player_radius,
-               position.Y - 0.0,
-               position.Z - player_radius,
-               position.X + player_radius,
-               position.Y + player_height,
-               position.Z + player_radius
-       );
-       core::aabbox3d<f32> playerbox_old(
-               oldpos.X - player_radius,
-               oldpos.Y - 0.0,
-               oldpos.Z - player_radius,
-               oldpos.X + player_radius,
-               oldpos.Y + player_height,
-               oldpos.Z + player_radius
+               -player_radius,
+               0.0,
+               -player_radius,
+               player_radius,
+               player_height,
+               player_radius
        );
 
+       float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
+
+       v3f accel_f = v3f(0,0,0);
+
+       collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
+                       pos_max_d, playerbox, player_stepheight, dtime,
+                       position, m_speed, accel_f);
+
        /*
                If the player's feet touch the topside of any node, this is
                set to true.
@@ -214,159 +206,32 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Player is allowed to jump when this is true.
        */
        bool touching_ground_was = touching_ground;
-       touching_ground = false;
-
-       /*std::cout<<"Checking collisions for ("
-                       <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
-                       <<") -> ("
-                       <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
-                       <<"):"<<std::endl;*/
-       
-       bool standing_on_unloaded = false;
-       
-       /*
-               Go through every node around the player
-       */
-       for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
-       for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
-       for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
-       {
-               bool is_unloaded = false;
-               try{
-                       // Player collides into walkable nodes
-                       if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
-                               continue;
-               }
-               catch(InvalidPositionException &e)
-               {
-                       is_unloaded = true;
-                       // Doing nothing here will block the player from
-                       // walking over map borders
-               }
-
-               core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-               
-               /*
-                       See if the player is touching ground.
-
-                       Player touches ground if player's minimum Y is near node's
-                       maximum Y and player's X-Z-area overlaps with the node's
-                       X-Z-area.
-
-                       Use 0.15*BS so that it is easier to get on a node.
-               */
-               if(
-                               //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
-                               fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
-                               && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
-                               && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
-                               && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
-                               && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
-               ){
-                       touching_ground = true;
-                       if(is_unloaded)
-                               standing_on_unloaded = true;
-               }
-               
-               // If player doesn't intersect with node, ignore node.
-               if(playerbox.intersectsWithBox(nodebox) == false)
-                       continue;
-               
-               /*
-                       Go through every axis
-               */
-               v3f dirs[3] = {
-                       v3f(0,0,1), // back-front
-                       v3f(0,1,0), // top-bottom
-                       v3f(1,0,0), // right-left
-               };
-               for(u16 i=0; i<3; i++)
-               {
-                       /*
-                               Calculate values along the axis
-                       */
-                       f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
-                       f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
-                       f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
-                       f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
-                       f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
-                       f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-                       
-                       /*
-                               Check collision for the axis.
-                               Collision happens when player is going through a surface.
-                       */
-                       /*f32 neg_d = d;
-                       f32 pos_d = d;
-                       // Make it easier to get on top of a node
-                       if(i == 1)
-                               neg_d = 0.15*BS;
-                       bool negative_axis_collides =
-                               (nodemax > playermin && nodemax <= playermin_old + neg_d
-                                       && m_speed.dotProduct(dirs[i]) < 0);
-                       bool positive_axis_collides =
-                               (nodemin < playermax && nodemin >= playermax_old - pos_d
-                                       && m_speed.dotProduct(dirs[i]) > 0);*/
-                       bool negative_axis_collides =
-                               (nodemax > playermin && nodemax <= playermin_old + d
-                                       && m_speed.dotProduct(dirs[i]) < 0);
-                       bool positive_axis_collides =
-                               (nodemin < playermax && nodemin >= playermax_old - d
-                                       && m_speed.dotProduct(dirs[i]) > 0);
-                       bool main_axis_collides =
-                                       negative_axis_collides || positive_axis_collides;
-                       
-                       /*
-                               Check overlap of player and node in other axes
-                       */
-                       bool other_axes_overlap = true;
-                       for(u16 j=0; j<3; j++)
-                       {
-                               if(j == i)
-                                       continue;
-                               f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
-                               f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
-                               f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
-                               f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
-                               if(!(nodemax - d > playermin && nodemin + d < playermax))
-                               {
-                                       other_axes_overlap = false;
-                                       break;
-                               }
-                       }
-                       
-                       /*
-                               If this is a collision, revert the position in the main
-                               direction.
-                       */
-                       if(other_axes_overlap && main_axis_collides)
-                       {
-                               //v3f old_speed = m_speed;
-
-                               m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
-                               position -= position.dotProduct(dirs[i]) * dirs[i];
-                               position += oldpos.dotProduct(dirs[i]) * dirs[i];
-                               
-                               /*if(collision_info)
-                               {
-                                       // Report fall collision
-                                       if(old_speed.Y < m_speed.Y - 0.1)
-                                       {
-                                               CollisionInfo info;
-                                               info.t = COLLISION_FALL;
-                                               info.speed = m_speed.Y - old_speed.Y;
-                                               collision_info->push_back(info);
-                                       }
-                               }*/
-                       }
-               
-               }
-       } // xyz
+       touching_ground = result.touching_ground;
+    
+    //bool standing_on_unloaded = result.standing_on_unloaded;
 
        /*
                Check the nodes under the player to see from which node the
-               player is sneaking from, if any.
+               player is sneaking from, if any.  If the node from under
+               the player has been removed, the player falls.
        */
+       v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
+       if(m_sneak_node_exists &&
+          nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" &&
+          m_old_node_below_type != "air")
+       {
+               // Old node appears to have been removed; that is,
+               // it wasn't air before but now it is
+               m_need_to_get_new_sneak_node = false;
+               m_sneak_node_exists = false;
+       }
+       else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
+       {
+               // We are on something, so make sure to recalculate the sneak
+               // node.
+               m_need_to_get_new_sneak_node = true;
+       }
+       if(m_need_to_get_new_sneak_node)
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
@@ -416,17 +281,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                }
                
                bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
-               
-               if(control.sneak && m_sneak_node_exists)
-               {
-                       if(sneak_node_found)
-                               m_sneak_node = new_sneak_node;
-               }
-               else
-               {
-                       m_sneak_node = new_sneak_node;
-                       m_sneak_node_exists = sneak_node_found;
-               }
+
+               m_sneak_node = new_sneak_node;
+               m_sneak_node_exists = sneak_node_found;
 
                /*
                        If sneaking, the player's collision box can be in air, so
@@ -444,18 +301,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        /*
                Report collisions
        */
-       if(collision_info)
+       bool bouncy_jump = false;
+       // Dont report if flying
+       if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
        {
-               // Report fall collision
-               if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
-               {
-                       CollisionInfo info;
-                       info.t = COLLISION_FALL;
-                       info.speed = m_speed.Y - old_speed.Y;
+               for(size_t i=0; i<result.collisions.size(); i++){
+                       const CollisionInfo &info = result.collisions[i];
                        collision_info->push_back(info);
+                       if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
+                                       info.bouncy)
+                               bouncy_jump = true;
                }
        }
 
+       if(bouncy_jump && control.jump){
+               m_speed.Y += 6.5*BS;
+               touching_ground = false;
+               MtEvent *e = new SimpleTriggerEvent("PlayerJump");
+               m_gamedef->event()->put(e);
+       }
+
        if(!touching_ground_was && touching_ground){
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
@@ -466,11 +331,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
                MapNode n = map.getNodeNoEx(camera_np);
                if(n.getContent() != CONTENT_IGNORE){
-                       if(nodemgr->get(n).walkable){
+                       if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
                                camera_barely_in_ceiling = true;
                        }
                }
        }
+
+       /*
+               Update the node last under the player
+       */
+       m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
+       m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
+       
+       /*
+               Check properties of the node on which the player is standing
+       */
+       const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
+       // Determine if jumping is possible
+       m_can_jump = touching_ground;
+       if(itemgroup_get(f.groups, "disable_jump"))
+               m_can_jump = false;
 }
 
 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
@@ -489,14 +369,21 @@ void LocalPlayer::applyControl(float dtime)
        
        setPitch(control.pitch);
        setYaw(control.yaw);
-       
+
+       // Nullify speed and don't run positioning code if the player is attached
+       if(isAttached)
+       {
+               setSpeed(v3f(0,0,0));
+               return;
+       }
+
        v3f move_direction = v3f(0,0,1);
        move_direction.rotateXZBy(getYaw());
        
        v3f speed = v3f(0,0,0);
        
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool fast_allowed = m_gamedef->checkLocalPrivilege("fly");
+       bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
@@ -512,35 +399,73 @@ void LocalPlayer::applyControl(float dtime)
        // Whether superspeed mode is used or not
        bool superspeed = false;
        
-       // If free movement and fast movement, always move fast
-       if(free_move && fast_move)
-               superspeed = true;
-       
-       // Auxiliary button 1 (E)
-       if(control.aux1)
+       // Old descend control
+       if(g_settings->getBool("aux1_descends"))
        {
-               if(free_move)
+               // If free movement and fast movement, always move fast
+               if(free_move && fast_move)
+                       superspeed = true;
+               
+               // Auxiliary button 1 (E)
+               if(control.aux1)
                {
-                       // In free movement mode, aux1 descends
-                       v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = -20*BS;
+                       if(free_move)
+                       {
+                               // In free movement mode, aux1 descends
+                               v3f speed = getSpeed();
+                               if(fast_move)
+                                       speed.Y = -20*BS;
+                               else
+                                       speed.Y = -walkspeed_max;
+                               setSpeed(speed);
+                       }
+                       else if(is_climbing)
+                       {
+                                       v3f speed = getSpeed();
+                               speed.Y = -3*BS;
+                               setSpeed(speed);
+                       }
                        else
-                               speed.Y = -walkspeed_max;
-                       setSpeed(speed);
+                       {
+                               // If not free movement but fast is allowed, aux1 is
+                               // "Turbo button"
+                               if(fast_move)
+                                       superspeed = true;
+                       }
                }
-               else if(is_climbing)
+       }
+       // New minecraft-like descend control
+       else
+       {
+               // Auxiliary button 1 (E)
+               if(control.aux1)
                {
-                       v3f speed = getSpeed();
-                       speed.Y = -3*BS;
-                       setSpeed(speed);
+                       if(!is_climbing)
+                       {
+                               // aux1 is "Turbo button"
+                               if(fast_move)
+                                       superspeed = true;
+                       }
                }
-               else
+
+               if(control.sneak)
                {
-                       // If not free movement but fast is allowed, aux1 is
-                       // "Turbo button"
-                       if(fast_move)
-                               superspeed = true;
+                       if(free_move)
+                       {
+                               // In free movement mode, sneak descends
+                               v3f speed = getSpeed();
+                               if(fast_move && control.aux1)
+                                       speed.Y = -20*BS;
+                               else
+                                       speed.Y = -walkspeed_max;
+                                       setSpeed(speed);
+                       }
+                       else if(is_climbing)
+                       {
+                               v3f speed = getSpeed();
+                               speed.Y = -3*BS;
+                               setSpeed(speed);
+                       }
                }
        }
 
@@ -571,13 +496,23 @@ void LocalPlayer::applyControl(float dtime)
                if(free_move)
                {
                        v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = 20*BS;
-                       else
-                               speed.Y = walkspeed_max;
+                       
+                       if(g_settings->getBool("aux1_descends"))
+                       {
+                               if(fast_move)
+                                       speed.Y = 20*BS;
+                               else
+                                       speed.Y = walkspeed_max;
+                       } else {
+                               if(fast_move && control.aux1)
+                                       speed.Y = 20*BS;
+                               else
+                                       speed.Y = walkspeed_max;
+                       }
+                       
                        setSpeed(speed);
                }
-               else if(touching_ground)
+               else if(m_can_jump)
                {
                        /*
                                NOTE: The d value in move() affects jump height by
@@ -614,7 +549,7 @@ void LocalPlayer::applyControl(float dtime)
        // The speed of the player (Y is ignored)
        if(superspeed)
                speed = speed.normalize() * walkspeed_max * 5.0;
-       else if(control.sneak)
+       else if(control.sneak && !free_move)
                speed = speed.normalize() * walkspeed_max / 3.0;
        else
                speed = speed.normalize() * walkspeed_max;
@@ -622,7 +557,7 @@ void LocalPlayer::applyControl(float dtime)
        f32 inc = walk_acceleration * BS * dtime;
        
        // Faster acceleration if fast and free movement
-       if(free_move && fast_move)
+       if(free_move && fast_move && superspeed)
                inc = walk_acceleration * BS * dtime * 10;
        
        // Accelerate to target speed with maximum increment