/*
-Minetest-c55
-Copyright (C) 2010-2011 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 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 "player.h"
-#include "map.h"
-#include "connection.h"
+#include "hud.h"
#include "constants.h"
-#include "utility.h"
+#include "gamedef.h"
+#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),
- swimming_up(false),
- craftresult_is_preview(true),
- hp(20),
+ in_liquid(false),
+ in_liquid_stable(false),
+ liquid_viscosity(0),
+ is_climbing(false),
+ swimming_vertical(false),
+ camera_barely_in_ceiling(false),
+ light(0),
+ inventory(gamedef->idef()),
+ hp(PLAYER_MAX_HP),
+ hurt_tilt_timer(0),
+ hurt_tilt_strength(0),
peer_id(PEER_ID_INEXISTENT),
+ keyPressed(0),
+// protected
+ m_gamedef(gamedef),
+ m_breath(-1),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
- m_position(0,0,0)
+ m_position(0,0,0),
+ m_collisionbox(-BS*0.30,0.0,-BS*0.30,BS*0.30,BS*1.55,BS*0.30),
+ m_last_pitch(0),
+ m_last_yaw(0),
+ m_last_pos(0,0,0),
+ m_last_hp(PLAYER_MAX_HP),
+ m_last_inventory(gamedef->idef())
{
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);
+ m_last_inventory = inventory;
+
+ // 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;]";
+
+ // Initialize movement settings at default values, so movement can work if the server fails to send them
+ movement_acceleration_default = 3 * BS;
+ movement_acceleration_air = 2 * BS;
+ movement_acceleration_fast = 10 * BS;
+ movement_speed_walk = 4 * BS;
+ movement_speed_crouch = 1.35 * BS;
+ movement_speed_fast = 20 * BS;
+ movement_speed_climb = 2 * BS;
+ movement_speed_jump = 6.5 * BS;
+ movement_liquid_fluidity = 1 * BS;
+ movement_liquid_fluidity_smooth = 0.5 * BS;
+ movement_liquid_sink = 10 * BS;
+ movement_gravity = 9.81 * BS;
+
+ // Movement overrides are multipliers and must be 1 by default
+ physics_override_speed = 1;
+ physics_override_jump = 1;
+ physics_override_gravity = 1;
+
+ hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
+ HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
+ HUD_FLAG_BREATHBAR_VISIBLE;
+
+ hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
Player::~Player()
{
}
-void Player::resetInventory()
+// Horizontal acceleration (X and Z), Y direction is ignored
+void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
{
- inventory.clear();
- inventory.addList("main", PLAYER_INVENTORY_SIZE);
- inventory.addList("craft", 9);
- inventory.addList("craftresult", 1);
-}
+ if(max_increase == 0)
+ return;
-// Y direction is ignored
-void Player::accelerate(v3f target_speed, f32 max_increase)
-{
v3f d_wanted = target_speed - m_speed;
d_wanted.Y = 0;
- f32 dl_wanted = d_wanted.getLength();
- f32 dl = dl_wanted;
+ f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
m_speed.X += d.X;
m_speed.Z += d.Z;
- //m_speed += d;
#if 0 // old code
if(m_speed.X < target_speed.X - max_increase)
#endif
}
+// Vertical acceleration (Y), X and Z directions are ignored
+void Player::accelerateVertical(v3f target_speed, f32 max_increase)
+{
+ if(max_increase == 0)
+ return;
+
+ f32 d_wanted = target_speed.Y - m_speed.Y;
+ if(d_wanted > max_increase)
+ d_wanted = max_increase;
+ else if(d_wanted < -max_increase)
+ d_wanted = -max_increase;
+
+ m_speed.Y += d_wanted;
+
+#if 0 // old code
+ if(m_speed.Y < target_speed.Y - max_increase)
+ m_speed.Y += max_increase;
+ else if(m_speed.Y > target_speed.Y + max_increase)
+ m_speed.Y -= max_increase;
+ else if(m_speed.Y < target_speed.Y)
+ m_speed.Y = target_speed.Y;
+ else if(m_speed.Y > target_speed.Y)
+ m_speed.Y = target_speed.Y;
+#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
args.setFloat("pitch", m_pitch);
args.setFloat("yaw", m_yaw);
args.setV3F("position", m_position);
- args.setBool("craftresult_is_preview", craftresult_is_preview);
args.setS32("hp", hp);
+ args.setS32("breath", m_breath);
args.writeLines(os);
inventory.serialize(os);
}
-void Player::deSerialize(std::istream &is)
+void Player::deSerialize(std::istream &is, std::string playername)
{
Settings args;
{
if(is.eof())
throw SerializationError
- ("Player::deSerialize(): PlayerArgsEnd not found");
+ (("Player::deSerialize(): PlayerArgsEnd of player \"" + playername + "\" not found").c_str());
std::string line;
std::getline(is, line);
std::string trimmedline = trim(line);
args.parseConfigLine(line);
}
- //args.getS32("version");
+ //args.getS32("version"); // Version field value not used
std::string name = args.get("name");
updateName(name.c_str());
- /*std::string password = "";
- if(args.exists("password"))
- password = args.get("password");
- updatePassword(password.c_str());*/
- m_pitch = args.getFloat("pitch");
- m_yaw = args.getFloat("yaw");
- m_position = args.getV3F("position");
- try{
- craftresult_is_preview = args.getBool("craftresult_is_preview");
- }catch(SettingNotFoundException &e){
- craftresult_is_preview = true;
- }
+ setPitch(args.getFloat("pitch"));
+ setYaw(args.getFloat("yaw"));
+ setPosition(args.getV3F("position"));
try{
hp = args.getS32("hp");
}catch(SettingNotFoundException &e){
hp = 20;
}
- /*try{
- std::string sprivs = args.get("privs");
- if(sprivs == "all")
- {
- privs = PRIV_ALL;
- }
- else
- {
- std::istringstream ss(sprivs);
- ss>>privs;
- }
+ try{
+ m_breath = args.getS32("breath");
}catch(SettingNotFoundException &e){
- privs = PRIV_DEFAULT;
- }*/
+ m_breath = 11;
+ }
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));
-
- // 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] =
- {
- 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(getTexturePath("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();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
+ // Convert players without craftpreview
+ inventory.addList("craftpreview", 1);
+
+ 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, 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(getTexturePath("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();
+ // Clear craftresult
+ inventory.getList("craftresult")->changeItem(0, ItemStack());
}
- 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, f32 pos_max_d)
-{
- 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);
+ // Set m_last_*
+ checkModified();
}
-#endif
-
-#ifndef SERVER
/*
- LocalPlayer
+ RemotePlayer
*/
-LocalPlayer::LocalPlayer():
- m_sneak_node(32767,32767,32767),
- m_sneak_node_exists(false)
-{
- // Initialize hp to 0, so that no hearts will be shown if server
- // doesn't support health points
- hp = 0;
-}
-
-LocalPlayer::~LocalPlayer()
-{
-}
-
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
- core::list<CollisionInfo> *collision_info)
-{
- 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;*/
- /*
- Calculate new position
- */
- position += m_speed * dtime;
-
- // Skip collision detection if a special movement mode is used
- bool free_move = g_settings.getBool("free_move");
- if(free_move)
- {
- setPosition(position);
- return;
- }
-
- /*
- Collision detection
- */
-
- // Player position in nodes
- v3s16 pos_i = floatToInt(position, BS);
-
- /*
- Check if player is in water (the oscillating value)
- */
- try{
- // If in water, the threshold of coming out is at higher y
- if(in_water)
- {
- v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- in_water = content_liquid(map.getNode(pp).getContent());
- }
- // If not in water, the threshold of going in is at lower y
- else
- {
- v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
- in_water = content_liquid(map.getNode(pp).getContent());
- }
- }
- catch(InvalidPositionException &e)
- {
- in_water = false;
- }
-
- /*
- Check if player is in water (the stable value)
- */
- try{
- v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- in_water_stable = content_liquid(map.getNode(pp).getContent());
- }
- catch(InvalidPositionException &e)
- {
- in_water_stable = false;
- }
- /*
- Collision uncertainty radius
- Make it a bit larger than the maximum distance of movement
- */
- //f32 d = pos_max_d * 1.1;
- // A fairly large value in here makes moving smoother
- f32 d = 0.15*BS;
-
- // This should always apply, otherwise there are glitches
- assert(d > pos_max_d);
-
- float player_radius = BS*0.35;
- float player_height = BS*1.7;
-
- // 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)
- {
- 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)
- {
- position.Y = min_y;
-
- //v3f old_speed = m_speed;
-
- if(m_speed.Y < 0)
- m_speed.Y = 0;
-
- /*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);
- }
- }*/
- }
- }
-
- /*
- 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
- );
-
- /*
- If the player's feet touch the topside of any node, this is
- set to true.
-
- Player is allowed to jump when this is true.
- */
- 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;*/
-
- /*
- 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++)
- {
- try{
- // Player collides into walkable nodes
- if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
- continue;
- }
- catch(InvalidPositionException &e)
- {
- // 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 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
-
- /*
- Check the nodes under the player to see from which node the
- player is sneaking from, if any.
- */
- {
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
- v2f player_p2df(position.X, position.Z);
- f32 min_distance_f = 100000.0*BS;
- // If already seeking from some node, compare to it.
- /*if(m_sneak_node_exists)
- {
- v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
- v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
- f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
- f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
- // Ignore if player is not on the same level (likely dropped)
- if(d_vert_f < 0.15*BS)
- min_distance_f = d_horiz_f;
- }*/
- v3s16 new_sneak_node = m_sneak_node;
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- v3s16 p = pos_i_bottom + v3s16(x,0,z);
- v3f pf = intToFloat(p, BS);
- v2f node_p2df(pf.X, pf.Z);
- f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
- f32 max_axis_distance_f = MYMAX(
- fabs(player_p2df.X-node_p2df.X),
- fabs(player_p2df.Y-node_p2df.Y));
-
- if(distance_f > min_distance_f ||
- 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(content_walkable(map.getNode(p).getContent()) == false)
- continue;
- // And the node above it has to be nonwalkable
- if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
- continue;
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- min_distance_f = distance_f;
- new_sneak_node = p;
- }
-
- 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;
- }
-
- /*
- If sneaking, the player's collision box can be in air, so
- this has to be set explicitly
- */
- if(sneak_node_found && control.sneak)
- touching_ground = true;
- }
-
- /*
- Set new position
- */
- setPosition(position);
-
- /*
- Report collisions
- */
- 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);
- }
- }
-}
-
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
-{
- move(dtime, map, pos_max_d, NULL);
-}
-
-void LocalPlayer::applyControl(float dtime)
+void RemotePlayer::setPosition(const v3f &position)
{
- // Clear stuff
- swimming_up = false;
-
- // Random constants
- f32 walk_acceleration = 4.0 * BS;
- f32 walkspeed_max = 4.0 * BS;
-
- 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();
- /*
- NOTE: The d value in move() affects jump height by
- raising the height at which the jump speed is kept
- at its starting value
- */
- 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 * 5.0;
- else if(control.sneak)
- speed = speed.normalize() * walkspeed_max / 3.0;
- 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
-