]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Fix MSVC build
[dragonfireclient.git] / src / localplayer.cpp
index 8b6d7e2f6c679052bf462be926c6f201bd7960a3..b36bef4d9ab78c8fafc1209c1535c4eb073d0bc5 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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 Lesser General Public License as published by
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #include "nodedef.h"
 #include "settings.h"
+#include "environment.h"
 #include "map.h"
 #include "util/numeric.h"
 
@@ -32,8 +33,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer(IGameDef *gamedef):
-       Player(gamedef),
+LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
+       Player(gamedef, name),
+       parent(0),
        isAttached(false),
        overridePosition(v3f(0,0,0)),
        last_position(v3f(0,0,0)),
@@ -41,12 +43,19 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
        last_pitch(0),
        last_yaw(0),
        last_keyPressed(0),
+       eye_offset_first(v3f(0,0,0)),
+       eye_offset_third(v3f(0,0,0)),
+       last_animation(NO_ANIM),
+       hotbar_image(""),
+       hotbar_selected_image(""),
+       light_color(255,255,255,255),
        m_sneak_node(32767,32767,32767),
        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)
+       m_can_jump(false),
+       m_cao(NULL)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -57,9 +66,10 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
-               core::list<CollisionInfo> *collision_info)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::list<CollisionInfo> *collision_info)
 {
+       Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
        v3f position = getPosition();
@@ -70,6 +80,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        if(isAttached)
        {
                setPosition(overridePosition);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -82,6 +93,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        {
         position += m_speed * dtime;
                setPosition(position);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -89,39 +101,48 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Collision detection
        */
        
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
        /*
                Check if player is in liquid (the oscillating value)
        */
-       try{
-               // If in liquid, the threshold of coming out is at higher y
-               if(in_liquid)
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
-                       in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
-                       liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
-               }
-               // If not in liquid, the threshold of going in is at lower y
-               else
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
-                       in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
-                       liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
+
+       // If in liquid, the threshold of coming out is at higher y
+       if (in_liquid)
+       {
+               pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
                }
        }
-       catch(InvalidPositionException &e)
+       // If not in liquid, the threshold of going in is at lower y
+       else
        {
-               in_liquid = false;
+               pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
        }
 
+
        /*
                Check if player is in liquid (the stable value)
        */
-       try{
-               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
-               in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
-       }
-       catch(InvalidPositionException &e)
-       {
+       pp = floatToInt(position + v3f(0,0,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position) {
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       } else {
                in_liquid_stable = false;
        }
 
@@ -129,17 +150,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Check if player is climbing
        */
 
-       try {
-               v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
-               v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
-               is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
-               nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
-       }
-       catch(InvalidPositionException &e)
-       {
+
+       pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2)) {
                is_climbing = false;
+       } else {
+               is_climbing = (nodemgr->get(node.getContent()).climbable
+                               || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
+
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -151,9 +176,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        assert(d > pos_max_d);
 
-       float player_radius = BS*0.30;
-       float player_height = BS*1.55;
-       
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
@@ -161,7 +183,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
+       if(control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak)
        {
                f32 maxd = 0.5*BS + sneak_max;
                v3f lwn_f = intToFloat(m_sneak_node, BS);
@@ -181,24 +205,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                }
        }
 
-       /*
-               Calculate player collision box (new and old)
-       */
-       core::aabbox3d<f32> playerbox(
-               -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,
+       collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
+                       pos_max_d, m_collisionbox, player_stepheight, dtime,
                        position, m_speed, accel_f);
 
        /*
@@ -219,7 +231,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        */
        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" &&
+          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,
@@ -227,13 +239,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                m_need_to_get_new_sneak_node = false;
                m_sneak_node_exists = false;
        }
-       else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
+       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)
+       if(m_need_to_get_new_sneak_node && physics_override_sneak)
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
@@ -265,17 +277,20 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                                        max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
                                continue;
 
-                       try{
-                               // The node to be sneaked on has to be walkable
-                               if(nodemgr->get(map.getNode(p)).walkable == false)
-                                       continue;
-                               // And the node above it has to be nonwalkable
-                               if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
-                                       continue;
-                       }
-                       catch(InvalidPositionException &e)
-                       {
+
+                       // The node to be sneaked on has to be walkable
+                       node = map->getNodeNoEx(p, &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable == false)
                                continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable) {
+                               continue;
+                       }
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
                        }
 
                        min_distance_f = distance_f;
@@ -326,12 +341,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        if(!touching_ground_was && touching_ground){
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
+
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
        }
 
        {
                camera_barely_in_ceiling = false;
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
-               MapNode n = map.getNodeNoEx(camera_np);
+               MapNode n = map->getNodeNoEx(camera_np);
                if(n.getContent() != CONTENT_IGNORE){
                        if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
                                camera_barely_in_ceiling = true;
@@ -343,21 +361,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                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;
+       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()));
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
        // Determine if jumping is possible
        m_can_jump = touching_ground && !in_liquid;
        if(itemgroup_get(f.groups, "disable_jump"))
                m_can_jump = false;
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
 {
-       move(dtime, map, pos_max_d, NULL);
+       move(dtime, env, pos_max_d, NULL);
 }
 
 void LocalPlayer::applyControl(float dtime)
@@ -386,7 +404,8 @@ void LocalPlayer::applyControl(float dtime)
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
-       bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
+       // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
+       bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
        bool continuous_forward = g_settings->getBool("continuous_forward");
 
        // Whether superspeed mode is used or not
@@ -415,14 +434,12 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_walk;
                                swimming_vertical = true;
                        }
                        else if(is_climbing)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_climb;
                        }
                        else
                        {
@@ -459,8 +476,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
@@ -468,8 +484,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(is_climbing)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_climb;
@@ -502,7 +517,7 @@ void LocalPlayer::applyControl(float dtime)
        if(control.jump)
        {
                if(free_move)
-               {                       
+               {
                        if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
                        {
                                if(fast_move)
@@ -526,7 +541,7 @@ void LocalPlayer::applyControl(float dtime)
                        v3f speedJ = getSpeed();
                        if(speedJ.Y >= -0.5 * BS)
                        {
-                               speedJ.Y = movement_speed_jump;
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
                                setSpeed(speedJ);
                                
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
@@ -535,8 +550,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(in_liquid)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_walk;
@@ -544,8 +558,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(is_climbing)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_climb;
@@ -553,7 +566,7 @@ void LocalPlayer::applyControl(float dtime)
        }
 
        // The speed of the player (Y is ignored)
-       if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
+       if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                speedH = speedH.normalize() * movement_speed_fast;
        else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
                speedH = speedH.normalize() * movement_speed_crouch;
@@ -572,23 +585,20 @@ void LocalPlayer::applyControl(float dtime)
                        incH = movement_acceleration_air * BS * dtime;
                incV = 0; // No vertical acceleration in air
        }
-       else if(superspeed || (fast_move && control.aux1))
-               incH = incV = movement_acceleration_fast * BS * dtime;
-       else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
-               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+       else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                incH = incV = movement_acceleration_fast * BS * dtime;
        else
                incH = incV = movement_acceleration_default * BS * dtime;
 
        // Accelerate to target speed with maximum increment
-       accelerateHorizontal(speedH, incH);
-       accelerateVertical(speedV, incV);
+       accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
+       accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition(), BS);
+       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }