#include "connection.h"
#include "constants.h"
#include "utility.h"
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "main.h" // For g_settings
+#include "settings.h"
+#include "nodedef.h"
+#include "environment.h"
+#include "gamedef.h"
-
-Player::Player():
+Player::Player(IGameDef *gamedef):
touching_ground(false),
in_water(false),
in_water_stable(false),
+ is_climbing(false),
swimming_up(false),
+ inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
peer_id(PEER_ID_INEXISTENT),
+// protected
+ m_gamedef(gamedef),
+ m_selected_item(0),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
Player::~Player()
{
+ delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+ m_selected_item = item;
}
void Player::resetInventory()
args.writeLines(os);
os<<"PlayerArgsEnd\n";
-
- inventory.serialize(os);
+
+ // If actual inventory is backed up due to creative mode, save it
+ // instead of the dummy creative mode inventory
+ if(inventory_backup)
+ inventory_backup->serialize(os);
+ else
+ inventory.serialize(os);
}
void Player::deSerialize(std::istream &is)
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");
+ setPitch(args.getFloat("pitch"));
+ setYaw(args.getFloat("yaw"));
+ setPosition(args.getV3F("position"));
try{
craftresult_is_preview = args.getBool("craftresult_is_preview");
}catch(SettingNotFoundException &e){
}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);
+ inventory.deSerialize(is, m_gamedef);
+}
+
+/*
+ ServerRemotePlayer
+*/
+
+ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
+ Player(env->getGameDef()),
+ ServerActiveObject(env, v3f(0,0,0))
+{
+}
+ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
+ const char *name_):
+ Player(env->getGameDef()),
+ ServerActiveObject(env, pos_)
+{
+ setPosition(pos_);
+ peer_id = peer_id_;
+ updateName(name_);
+}
+
+/* ServerActiveObject interface */
+
+InventoryItem* ServerRemotePlayer::getWieldedItem()
+{
+ InventoryList *list = inventory.getList("main");
+ if (list)
+ return list->getItem(m_selected_item);
+ return NULL;
+}
+void ServerRemotePlayer::damageWieldedItem(u16 amount)
+{
+ infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
+ <<amount<<std::endl;
+ InventoryList *list = inventory.getList("main");
+ if(!list)
+ return;
+ InventoryItem *item = list->getItem(m_selected_item);
+ if(item && (std::string)item->getName() == "ToolItem"){
+ ToolItem *titem = (ToolItem*)item;
+ bool weared_out = titem->addWear(amount);
+ if(weared_out)
+ list->deleteItem(m_selected_item);
+ }
+}
+bool ServerRemotePlayer::addToInventory(InventoryItem *item)
+{
+ infostream<<"Adding "<<item->getName()<<" into "<<getName()
+ <<"'s inventory"<<std::endl;
+
+ InventoryList *ilist = inventory.getList("main");
+ if(ilist == NULL)
+ return false;
+
+ // In creative mode, just delete the item
+ if(g_settings->getBool("creative_mode")){
+ return false;
+ }
+
+ // Skip if inventory has no free space
+ if(ilist->roomForItem(item) == false)
+ {
+ infostream<<"Player inventory has no free space"<<std::endl;
+ return false;
+ }
+
+ // Add to inventory
+ InventoryItem *leftover = ilist->addItem(item);
+ assert(!leftover);
+
+ return true;
+}
+void ServerRemotePlayer::setHP(s16 hp_)
+{
+ hp = hp_;
+}
+s16 ServerRemotePlayer::getHP()
+{
+ return hp;
}
/*
#ifndef SERVER
RemotePlayer::RemotePlayer(
+ IGameDef *gamedef,
scene::ISceneNode* parent,
IrrlichtDevice *device,
s32 id):
+ Player(gamedef),
scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
m_text(NULL)
{
LocalPlayer
*/
-LocalPlayer::LocalPlayer():
+LocalPlayer::LocalPlayer(IGameDef *gamedef):
+ Player(gamedef),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false)
{
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos, BS);
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");
+ bool free_move = g_settings->getBool("free_move");
if(free_move)
{
setPosition(position);
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- in_water = content_liquid(map.getNode(pp).getContent());
+ in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
// 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());
+ in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
}
catch(InvalidPositionException &e)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- in_water_stable = content_liquid(map.getNode(pp).getContent());
+ in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
in_water_stable = false;
}
+ /*
+ 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)
+ {
+ is_climbing = false;
+ }
+
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
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;*/
+ bool standing_on_unloaded = false;
+
/*
Go through every node around the player
*/
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(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
+ 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
}
&& 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.
try{
// The node to be sneaked on has to be walkable
- if(content_walkable(map.getNode(p).getContent()) == false)
+ if(nodemgr->get(map.getNode(p)).walkable == false)
continue;
// And the node above it has to be nonwalkable
- if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
+ if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
continue;
}
catch(InvalidPositionException &e)
if(collision_info)
{
// Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1)
+ if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
{
CollisionInfo info;
info.t = COLLISION_FALL;
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");
+ 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)
+ if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
speed.Y = -walkspeed_max;
setSpeed(speed);
}
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = -3*BS;
+ setSpeed(speed);
+ }
else
{
// If not free movement but fast is allowed, aux1 is
setSpeed(speed);
swimming_up = true;
}
+ else if(is_climbing)
+ {
+ v3f speed = getSpeed();
+ speed.Y = 3*BS;
+ setSpeed(speed);
+ }
}
// The speed of the player (Y is ignored)