/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 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.
*/
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
#include "player.h"
-#include "map.h"
-#include "connection.h"
#include "constants.h"
-#include "utility.h"
+#include "gamedef.h"
+#include "connection.h" // PEER_ID_INEXISTENT
+#include "settings.h"
+#include "content_sao.h"
+#include "util/numeric.h"
-Player::Player():
+Player::Player(IGameDef *gamedef):
touching_ground(false),
in_water(false),
in_water_stable(false),
+ is_climbing(false),
swimming_up(false),
+ camera_barely_in_ceiling(false),
+ inventory(gamedef->idef()),
+ hp(PLAYER_MAX_HP),
peer_id(PEER_ID_INEXISTENT),
+// protected
+ m_gamedef(gamedef),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
m_position(0,0,0)
{
updateName("<not set>");
- resetInventory();
-}
+ inventory.clear();
+ inventory.addList("main", PLAYER_INVENTORY_SIZE);
+ InventoryList *craft = inventory.addList("craft", 9);
+ craft->setWidth(3);
+ inventory.addList("craftpreview", 1);
+ inventory.addList("craftresult", 1);
-Player::~Player()
-{
+ // Can be redefined via Lua
+ inventory_formspec = "size[8,7.5]"
+ //"image[1,0.6;1,2;player.png]"
+ "list[current_player;main;0,3.5;8,4;]"
+ "list[current_player;craft;3,0;3,3;]"
+ "list[current_player;craftpreview;7,1;1,1;]";
}
-void Player::resetInventory()
+Player::~Player()
{
- inventory.clear();
- inventory.addList("main", PLAYER_INVENTORY_SIZE);
- inventory.addList("craft", 9);
- inventory.addList("craftresult", 1);
}
// Y direction is ignored
#endif
}
+v3s16 Player::getLightPosition() const
+{
+ return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+}
+
void Player::serialize(std::ostream &os)
{
// Utilize a Settings object for storing values
Settings args;
args.setS32("version", 1);
args.set("name", m_name);
+ //args.set("password", m_password);
args.setFloat("pitch", m_pitch);
args.setFloat("yaw", m_yaw);
args.setV3F("position", m_position);
+ args.setS32("hp", hp);
args.writeLines(os);
os<<"PlayerArgsEnd\n";
-
+
inventory.serialize(os);
}
args.parseConfigLine(line);
}
- //args.getS32("version");
+ //args.getS32("version"); // Version field value not used
std::string name = args.get("name");
updateName(name.c_str());
- m_pitch = args.getFloat("pitch");
- m_yaw = args.getFloat("yaw");
- m_position = args.getV3F("position");
+ setPitch(args.getFloat("pitch"));
+ setYaw(args.getFloat("yaw"));
+ setPosition(args.getV3F("position"));
+ try{
+ hp = args.getS32("hp");
+ }catch(SettingNotFoundException &e){
+ hp = 20;
+ }
inventory.deSerialize(is);
-}
-
-/*
- RemotePlayer
-*/
-#ifndef SERVER
-
-RemotePlayer::RemotePlayer(
- scene::ISceneNode* parent,
- IrrlichtDevice *device,
- s32 id):
- scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
- m_text(NULL)
-{
- m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
-
- if(parent != NULL && device != NULL)
+ if(inventory.getList("craftpreview") == NULL)
{
- // ISceneNode stores a member called SceneManager
- scene::ISceneManager* mgr = SceneManager;
- video::IVideoDriver* driver = mgr->getVideoDriver();
- gui::IGUIEnvironment* gui = device->getGUIEnvironment();
-
- // Add a text node for showing the name
- wchar_t wname[1] = {0};
- m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
- wname, video::SColor(255,255,255,255), this);
- m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
+ // Convert players without craftpreview
+ inventory.addList("craftpreview", 1);
- // Attach a simple mesh to the player for showing an image
- scene::SMesh *mesh = new scene::SMesh();
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
+ bool craftresult_is_preview = true;
+ if(args.exists("craftresult_is_preview"))
+ craftresult_is_preview = args.getBool("craftresult_is_preview");
+ if(craftresult_is_preview)
{
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
+ // Clear craftresult
+ inventory.getList("craftresult")->changeItem(0, ItemStack());
}
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- m_node = mgr->addMeshSceneNode(mesh, this);
- mesh->drop();
- m_node->setPosition(v3f(0,0,0));
- }
-}
-
-RemotePlayer::~RemotePlayer()
-{
- if(SceneManager != NULL)
- ISceneNode::remove();
-}
-
-void RemotePlayer::updateName(const char *name)
-{
- Player::updateName(name);
- if(m_text != NULL)
- {
- wchar_t wname[PLAYERNAME_SIZE];
- mbstowcs(wname, m_name, strlen(m_name)+1);
- m_text->setText(wname);
}
}
-void RemotePlayer::move(f32 dtime, Map &map)
-{
- m_pos_animation_time_counter += dtime;
- m_pos_animation_counter += dtime;
- v3f movevector = m_position - m_oldpos;
- f32 moveratio;
- if(m_pos_animation_time < 0.001)
- moveratio = 1.0;
- else
- moveratio = m_pos_animation_counter / m_pos_animation_time;
- if(moveratio > 1.5)
- moveratio = 1.5;
- m_showpos = m_oldpos + movevector * moveratio;
-
- ISceneNode::setPosition(m_showpos);
-}
-
-#endif
-
-#ifndef SERVER
/*
- LocalPlayer
+ RemotePlayer
*/
-LocalPlayer::LocalPlayer()
-{
-}
-
-LocalPlayer::~LocalPlayer()
-{
-}
-
-void LocalPlayer::move(f32 dtime, Map &map)
-{
- v3f position = getPosition();
- v3f oldpos = position;
- v3s16 oldpos_i = floatToInt(oldpos);
-
- /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
- <<oldpos_i.Z<<")"<<std::endl;*/
-
- position += m_speed * dtime;
-
- bool free_move = g_settings.getBool("free_move");
-
- // Skip collision detection if player is non-local or
- // a special movement mode is used
- if(isLocal() == false || free_move)
- {
- setPosition(position);
- return;
- }
-
- /*
- Collision detection
- */
-
- v3s16 pos_i = floatToInt(position);
-
- /*
- Check if player is in water (the oscillating value)
- */
- try{
- if(in_water)
- {
- v3s16 pp = floatToInt(position + v3f(0,0,0));
- in_water = content_liquid(map.getNode(pp).d);
- }
- else
- {
- v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
- in_water = content_liquid(map.getNode(pp).d);
- }
- }
- catch(InvalidPositionException &e)
- {
- in_water = false;
- }
-
- /*
- Check if player is in water (the stable value)
- */
- try{
- v3s16 pp = floatToInt(position + v3f(0,0,0));
- in_water_stable = content_liquid(map.getNode(pp).d);
- }
- catch(InvalidPositionException &e)
- {
- in_water_stable = false;
- }
- // The frame length is limited to the player going 0.1*BS per call
- f32 d = (float)BS * 0.15;
-#define PLAYER_RADIUS (BS*0.3)
-#define PLAYER_HEIGHT (BS*1.7)
- 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
- );
- //hilightboxes.push_back(playerbox);
-
- 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;*/
-
- 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++){
- try{
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
- continue;
- }
- }
- catch(InvalidPositionException &e)
- {
- // Doing nothing here will block the player from
- // walking over map borders
- }
-
- core::aabbox3d<f32> nodebox = Map::getNodeBox(
- v3s16(x,y,z));
-
- // See if the player is touching ground
- if(
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- && 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(playerbox.intersectsWithBox(nodebox))
- {
-
- v3f dirs[3] = {
- v3f(0,0,1), // back
- v3f(0,1,0), // top
- v3f(1,0,0), // right
- };
- for(u16 i=0; i<3; i++)
- {
- 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]);
-
- bool main_edge_collides =
- ((nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0)
- ||
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0));
-
- bool other_edges_collide = 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_edges_collide = false;
- break;
- }
- }
-
- if(main_edge_collides && other_edges_collide)
- {
- m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
- position -= position.dotProduct(dirs[i]) * dirs[i];
- position += oldpos.dotProduct(dirs[i]) * dirs[i];
- }
-
- }
- } // if(playerbox.intersectsWithBox(nodebox))
- } // for x
- } // for z
- } // for y
-
- setPosition(position);
-}
-
-void LocalPlayer::applyControl(float dtime)
+void RemotePlayer::setPosition(const v3f &position)
{
- // Clear stuff
- swimming_up = false;
-
- // Random constants
-#define WALK_ACCELERATION (4.0 * BS)
-#define WALKSPEED_MAX (4.0 * BS)
- f32 walk_acceleration = WALK_ACCELERATION;
- f32 walkspeed_max = WALKSPEED_MAX;
-
- setPitch(control.pitch);
- setYaw(control.yaw);
-
- v3f move_direction = v3f(0,0,1);
- move_direction.rotateXZBy(getYaw());
-
- v3f speed = v3f(0,0,0);
-
- bool free_move = g_settings.getBool("free_move");
- bool fast_move = g_settings.getBool("fast_move");
- bool continuous_forward = g_settings.getBool("continuous_forward");
-
- if(free_move)
- {
- v3f speed = getSpeed();
- speed.Y = 0;
- setSpeed(speed);
- }
-
- // 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)
- {
- 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 not free movement but fast is allowed, aux1 is
- // "Turbo button"
- if(fast_move)
- superspeed = true;
- }
- }
-
- if(continuous_forward)
- speed += move_direction;
-
- if(control.up)
- {
- if(continuous_forward)
- superspeed = true;
- else
- speed += move_direction;
- }
- if(control.down)
- {
- speed -= move_direction;
- }
- if(control.left)
- {
- speed += move_direction.crossProduct(v3f(0,1,0));
- }
- if(control.right)
- {
- speed += move_direction.crossProduct(v3f(0,-1,0));
- }
- if(control.jump)
- {
- if(free_move)
- {
- v3f speed = getSpeed();
- if(fast_move)
- speed.Y = 20*BS;
- else
- speed.Y = walkspeed_max;
- setSpeed(speed);
- }
- else if(touching_ground)
- {
- v3f speed = getSpeed();
- speed.Y = 6.5*BS;
- setSpeed(speed);
- }
- // Use the oscillating value for getting out of water
- // (so that the player doesn't fly on the surface)
- else if(in_water)
- {
- v3f speed = getSpeed();
- speed.Y = 1.5*BS;
- setSpeed(speed);
- swimming_up = true;
- }
- }
-
- // The speed of the player (Y is ignored)
- if(superspeed)
- speed = speed.normalize() * walkspeed_max * 5;
- else
- speed = speed.normalize() * walkspeed_max;
-
- f32 inc = walk_acceleration * BS * dtime;
-
- // Faster acceleration if fast and free movement
- if(free_move && fast_move)
- inc = walk_acceleration * BS * dtime * 10;
-
- // Accelerate to target speed with maximum increment
- accelerate(speed, inc);
+ Player::setPosition(position);
+ if(m_sao)
+ m_sao->setBasePosition(position);
}
-#endif
-