X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Flocalplayer.cpp;h=b36bef4d9ab78c8fafc1209c1535c4eb073d0bc5;hb=5da6896d51ae3ee5140dc1041eff44a616751231;hp=96ddb4bb20434f2c40cf8e8e200c3abb22d0acd7;hpb=52ba413185f96add259c480a68f5dffa389e80f4;p=dragonfireclient.git diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 96ddb4bb2..b36bef4d9 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 *collision_info) +void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, + std::list *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; } @@ -89,55 +101,70 @@ 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 water (the oscillating value) + Check if player is in liquid (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 = 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 = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); + + // 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_water = 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 water (the stable value) + Check if player is in liquid (the stable value) */ - try{ - v3s16 pp = floatToInt(position + v3f(0,0,0), BS); - in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); - } - catch(InvalidPositionException &e) - { - in_water_stable = false; + 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; } /* 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 @@ -149,9 +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; @@ -159,7 +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) + 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); @@ -179,24 +205,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, } } - /* - Calculate player collision box (new and old) - */ - core::aabbox3d 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); /* @@ -217,7 +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, @@ -225,13 +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); @@ -263,18 +277,21 @@ 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; new_sneak_node = p; @@ -303,7 +320,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, */ bool bouncy_jump = false; // Dont report if flying - if(collision_info && !g_settings->getBool("free_move")) + if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; ievent()->put(e); @@ -324,12 +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; @@ -341,32 +361,28 @@ 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; + 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) { // Clear stuff - swimming_up = false; + swimming_vertical = false; - // Random constants - f32 walk_acceleration = 4.0 * BS; - f32 walkspeed_max = 4.0 * BS; - setPitch(control.pitch); setYaw(control.yaw); @@ -380,50 +396,50 @@ void LocalPlayer::applyControl(float dtime) v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); - v3f speed = v3f(0,0,0); + v3f speedH = v3f(0,0,0); // Horizontal (X, Z) + v3f speedV = v3f(0,0,0); // Vertical (Y) bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool fast_allowed = m_gamedef->checkLocalPrivilege("fast"); bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); + // 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"); - if(free_move || is_climbing) - { - 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) + if(g_settings->getBool("always_fly_fast") && free_move && fast_move) superspeed = true; - + // Old descend control if(g_settings->getBool("aux1_descends")) { + // 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; + speedV.Y = -movement_speed_fast; else - speed.Y = -walkspeed_max; - setSpeed(speed); + speedV.Y = -movement_speed_walk; + } + else if(in_liquid || in_liquid_stable) + { + speedV.Y = -movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = -3*BS; - setSpeed(speed); + speedV.Y = -movement_speed_climb; } else { @@ -440,10 +456,9 @@ void LocalPlayer::applyControl(float dtime) // Auxiliary button 1 (E) if(control.aux1) { - if(!free_move && !is_climbing) + if(!is_climbing) { - // If not free movement but fast is allowed, aux1 is - // "Turbo button" + // aux1 is "Turbo button" if(fast_move) superspeed = true; } @@ -454,54 +469,67 @@ void LocalPlayer::applyControl(float dtime) if(free_move) { // In free movement mode, sneak descends - v3f speed = getSpeed(); - if(fast_move) - speed.Y = -20*BS; + if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast"))) + speedV.Y = -movement_speed_fast; + else + speedV.Y = -movement_speed_walk; + } + else if(in_liquid || in_liquid_stable) + { + if(fast_climb) + speedV.Y = -movement_speed_fast; else - speed.Y = -walkspeed_max; - setSpeed(speed); + speedV.Y = -movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = -3*BS; - setSpeed(speed); + if(fast_climb) + speedV.Y = -movement_speed_fast; + else + speedV.Y = -movement_speed_climb; } } } if(continuous_forward) - speed += move_direction; + speedH += move_direction; if(control.up) { if(continuous_forward) superspeed = true; else - speed += move_direction; + speedH += move_direction; } if(control.down) { - speed -= move_direction; + speedH -= move_direction; } if(control.left) { - speed += move_direction.crossProduct(v3f(0,1,0)); + speedH += move_direction.crossProduct(v3f(0,1,0)); } if(control.right) { - speed += move_direction.crossProduct(v3f(0,-1,0)); + speedH += 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); + if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) + { + if(fast_move) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + } else { + if(fast_move && control.aux1) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + } } else if(m_can_jump) { @@ -510,55 +538,67 @@ void LocalPlayer::applyControl(float dtime) raising the height at which the jump speed is kept at its starting value */ - v3f speed = getSpeed(); - if(speed.Y >= -0.5*BS) + v3f speedJ = getSpeed(); + if(speedJ.Y >= -0.5 * BS) { - speed.Y = 6.5*BS; - setSpeed(speed); + speedJ.Y = movement_speed_jump * physics_override_jump; + setSpeed(speedJ); MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } } - // Use the oscillating value for getting out of water - // (so that the player doesn't fly on the surface) - else if(in_water) + else if(in_liquid) { - v3f speed = getSpeed(); - speed.Y = 1.5*BS; - setSpeed(speed); - swimming_up = true; + if(fast_climb) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_walk; + swimming_vertical = true; } else if(is_climbing) { - v3f speed = getSpeed(); - speed.Y = 3*BS; - setSpeed(speed); + if(fast_climb) + speedV.Y = movement_speed_fast; + else + speedV.Y = movement_speed_climb; } } // 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; + 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; 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; - + speedH = speedH.normalize() * movement_speed_walk; + + // Acceleration increase + f32 incH = 0; // Horizontal (X, Z) + f32 incV = 0; // Vertical (Y) + if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump)) + { + // Jumping and falling + if(superspeed || (fast_move && control.aux1)) + incH = movement_acceleration_fast * BS * dtime; + else + incH = movement_acceleration_air * BS * dtime; + incV = 0; // No vertical acceleration in air + } + 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 - accelerate(speed, inc); + 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); }