X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=3bde8a56324f0bf193ab4c8a90ca29cc87f01d4b;hb=7df125c249dc9b99b66f047a395106c2038eb00e;hp=9817d590d125ca48785692a1165efb1d1651424a;hpb=25a7fabed83caccb2c321bb4d080c5907f37b60a;p=dragonfireclient.git diff --git a/src/player.cpp b/src/player.cpp index 9817d590d..3bde8a563 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -30,7 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc., Player::Player(): touching_ground(false), in_water(false), + in_water_stable(false), + swimming_up(false), peer_id(PEER_ID_INEXISTENT), + m_pitch(0), + m_yaw(0), m_speed(0,0,0), m_position(0,0,0) { @@ -231,7 +235,7 @@ void RemotePlayer::updateName(const char *name) } } -void RemotePlayer::move(f32 dtime, Map &map) +void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d) { m_pos_animation_time_counter += dtime; m_pos_animation_counter += dtime; @@ -255,7 +259,9 @@ void RemotePlayer::move(f32 dtime, Map &map) LocalPlayer */ -LocalPlayer::LocalPlayer() +LocalPlayer::LocalPlayer(): + m_sneak_node(32767,32767,32767), + m_sneak_node_exists(false) { } @@ -263,23 +269,23 @@ LocalPlayer::~LocalPlayer() { } -void LocalPlayer::move(f32 dtime, Map &map) +void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) { v3f position = getPosition(); v3f oldpos = position; - v3s16 oldpos_i = floatToInt(oldpos); + v3s16 oldpos_i = floatToInt(oldpos, BS); /*std::cout<<"oldpos_i=("< 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; + if(m_speed.Y < 0) + m_speed.Y = 0; + } + } + + /* + Calculate player collision box (new and old) + */ core::aabbox3d playerbox( - position.X - PLAYER_RADIUS, + position.X - player_radius, position.Y - 0.0, - position.Z - PLAYER_RADIUS, - position.X + PLAYER_RADIUS, - position.Y + PLAYER_HEIGHT, - position.Z + PLAYER_RADIUS + position.Z - player_radius, + position.X + player_radius, + position.Y + player_height, + position.Z + player_radius ); core::aabbox3d playerbox_old( - oldpos.X - PLAYER_RADIUS, + oldpos.X - player_radius, oldpos.Y - 0.0, - oldpos.Z - PLAYER_RADIUS, - oldpos.X + PLAYER_RADIUS, - oldpos.Y + PLAYER_HEIGHT, - oldpos.Z + PLAYER_RADIUS + oldpos.Z - player_radius, + oldpos.X + player_radius, + oldpos.Y + player_height, + oldpos.Z + player_radius ); - //hilightboxes.push_back(playerbox); + /* + 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 (" @@ -343,88 +409,204 @@ void LocalPlayer::move(f32 dtime, Map &map) <<") -> (" < 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)) { - // Doing nothing here will block the player from - // walking over map borders + other_axes_overlap = false; + break; } + } + + /* + If this is a collision, revert the position in the main + direction. + */ + if(other_axes_overlap && main_axis_collides) + { + m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i]; + position -= position.dotProduct(dirs[i]) * dirs[i]; + position += oldpos.dotProduct(dirs[i]) * dirs[i]; + } + + } + } // xyz - core::aabbox3d 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++) + /* + Check the nodes under the player to see from which node the + player is sneaking from, if any. + */ { - 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++) + 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) { - if(j == i) + 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; - 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)) + + 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) { - other_edges_collide = false; - break; + continue; } + + min_distance_f = distance_f; + new_sneak_node = p; } - if(main_edge_collides && other_edges_collide) + bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); + + if(control.sneak && m_sneak_node_exists) { - m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i]; - position -= position.dotProduct(dirs[i]) * dirs[i]; - position += oldpos.dotProduct(dirs[i]) * dirs[i]; + 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(playerbox.intersectsWithBox(nodebox)) - } // for x - } // for z - } // for y + /* + 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); } @@ -434,10 +616,8 @@ void LocalPlayer::applyControl(float dtime) 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; + f32 walk_acceleration = 4.0 * BS; + f32 walkspeed_max = 4.0 * BS; setPitch(control.pitch); setYaw(control.yaw); @@ -523,13 +703,20 @@ void LocalPlayer::applyControl(float dtime) 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 = 2.0*BS; + speed.Y = 1.5*BS; setSpeed(speed); swimming_up = true; } @@ -537,7 +724,9 @@ void LocalPlayer::applyControl(float dtime) // The speed of the player (Y is ignored) if(superspeed) - speed = speed.normalize() * walkspeed_max * 5; + speed = speed.normalize() * walkspeed_max * 5.0; + else if(control.sneak) + speed = speed.normalize() * walkspeed_max / 3.0; else speed = speed.normalize() * walkspeed_max;