]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.cpp
Merge branch 'upstream/master'
[dragonfireclient.git] / src / player.cpp
index 60ab73b66f801f9aefda7616eae0d55e48067da9..6bacb088d79578cfc493b1d569cafa51793e8738 100644 (file)
@@ -1,6 +1,6 @@
 /*
 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
@@ -17,21 +17,20 @@ 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"
 
+
 Player::Player():
        touching_ground(false),
        in_water(false),
        in_water_stable(false),
        swimming_up(false),
+       craftresult_is_preview(true),
+       hp(20),
        peer_id(PEER_ID_INEXISTENT),
        m_pitch(0),
        m_yaw(0),
@@ -97,9 +96,12 @@ void Player::serialize(std::ostream &os)
        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.setBool("craftresult_is_preview", craftresult_is_preview);
+       args.setS32("hp", hp);
 
        args.writeLines(os);
 
@@ -128,9 +130,37 @@ void Player::deSerialize(std::istream &is)
        //args.getS32("version");
        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;
+       }
+       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;
+               }
+       }catch(SettingNotFoundException &e){
+               privs = PRIV_DEFAULT;
+       }*/
 
        inventory.deSerialize(is);
 }
@@ -180,7 +210,7 @@ RemotePlayer::RemotePlayer(
                // 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().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;
@@ -204,7 +234,7 @@ RemotePlayer::RemotePlayer(
                // 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().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;
@@ -260,19 +290,26 @@ void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
 */
 
 LocalPlayer::LocalPlayer():
-       m_last_walked_node(32767,32767,32767)
+       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)
+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);
+       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;*/
@@ -295,7 +332,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        */
        
        // Player position in nodes
-       v3s16 pos_i = floatToInt(position);
+       v3s16 pos_i = floatToInt(position, BS);
        
        /*
                Check if player is in water (the oscillating value)
@@ -304,13 +341,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                // 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));
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
                        in_water = content_liquid(map.getNode(pp).d);
                }
                // If not in water, the threshold of going in is at lower y
                else
                {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
                        in_water = content_liquid(map.getNode(pp).d);
                }
        }
@@ -323,7 +360,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                Check if player is in water (the stable value)
        */
        try{
-               v3s16 pp = floatToInt(position + v3f(0,0,0));
+               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
                in_water_stable = content_liquid(map.getNode(pp).d);
        }
        catch(InvalidPositionException &e)
@@ -336,7 +373,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                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 much smoother
+       // A fairly large value in here makes moving smoother
        f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
@@ -359,10 +396,10 @@ 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)
+       if(control.sneak && m_sneak_node_exists)
        {
                f32 maxd = 0.5*BS + sneak_max;
-               v3f lwn_f = intToFloat(m_last_walked_node);
+               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);
                
@@ -370,8 +407,23 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                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);
+                               }
+                       }*/
                }
        }
 
@@ -417,9 +469,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
        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){
+                       // Player collides into walkable nodes
+                       if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
                                continue;
-                       }
                }
                catch(InvalidPositionException &e)
                {
@@ -427,8 +479,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        // walking over map borders
                }
 
-               core::aabbox3d<f32> nodebox = Map::getNodeBox(
-                               v3s16(x,y,z));
+               core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
                
                /*
                        See if the player is touching ground.
@@ -523,52 +574,70 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        */
                        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
 
        /*
-               If there is a walkable node directly under the player, save
-               the position of it.
-       */
-       try{
-               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
-               if(content_walkable(map.getNode(pos_i_bottom).d))
-               {
-                       m_last_walked_node = pos_i_bottom;
-               }
-       }
-       catch(InvalidPositionException &e)
-       {
-       }
-       
-       /*
-               Check the neighbors of m_last_walked_node that are closer to
-               the player. If walkable, set m_last_walked_node to such.
+               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));
-               v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
-               v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
-               v3s16 new_last_walked_node = m_last_walked_node;
+               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 = m_last_walked_node + v3s16(x,0,z);
-                       v3f pf = intToFloat(p);
+                       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);
-                       if(distance_f > min_distance_f)
+                       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).d) == false)
                                        continue;
+                               // And the node above it has to be nonwalkable
+                               if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+                                       continue;
                        }
                        catch(InvalidPositionException &e)
                        {
@@ -576,16 +645,54 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
                        }
 
                        min_distance_f = distance_f;
-                       new_last_walked_node = p;
+                       new_sneak_node = p;
                }
                
-               m_last_walked_node = new_last_walked_node;
+               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)