X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=623dde230e929bde78f1016859392729e2c17e7e;hb=48a718e715710c9cb7edd6ad8e1cd7a0ed416908;hp=4dc7ff21961fd6eade0a0d73ff490c99524ed1b2;hpb=ba762bcd49c9f3ffa3cc4ecac73b13365c2047ec;p=dragonfireclient.git diff --git a/src/player.cpp b/src/player.cpp index 4dc7ff219..623dde230 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -1,111 +1,114 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 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 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 +#include "threading/mutex_auto_lock.h" +#include "util/numeric.h" +#include "hud.h" #include "constants.h" -#include "utility.h" -#ifndef SERVER -#include -#endif -#include "main.h" // For g_settings -#include "settings.h" -#include "nodedef.h" -#include "environment.h" #include "gamedef.h" +#include "settings.h" +#include "content_sao.h" +#include "filesys.h" +#include "log.h" +#include "porting.h" // strlcpy -Player::Player(IGameDef *gamedef): + +Player::Player(IGameDef *gamedef, const char *name): touching_ground(false), - in_water(false), - in_water_stable(false), + in_liquid(false), + in_liquid_stable(false), + liquid_viscosity(0), is_climbing(false), - swimming_up(false), - inventory_backup(NULL), - craftresult_is_preview(true), - hp(20), + swimming_vertical(false), + camera_barely_in_ceiling(false), + inventory(gamedef->idef()), + hp(PLAYER_MAX_HP), + hurt_tilt_timer(0), + hurt_tilt_strength(0), + protocol_version(0), peer_id(PEER_ID_INEXISTENT), + keyPressed(0), // protected m_gamedef(gamedef), - m_selected_item(0), + m_breath(PLAYER_MAX_BREATH), m_pitch(0), m_yaw(0), m_speed(0,0,0), - m_position(0,0,0) -{ - updateName(""); - resetInventory(); -} - -Player::~Player() -{ - delete inventory_backup; -} - -void Player::wieldItem(u16 item) + m_position(0,0,0), + m_collisionbox(-BS*0.30,0.0,-BS*0.30,BS*0.30,BS*1.75,BS*0.30), + m_dirty(false) { - m_selected_item = item; -} + strlcpy(m_name, name, PLAYERNAME_SIZE); -void Player::resetInventory() -{ inventory.clear(); inventory.addList("main", PLAYER_INVENTORY_SIZE); - inventory.addList("craft", 9); + InventoryList *craft = inventory.addList("craft", 9); + craft->setWidth(3); + inventory.addList("craftpreview", 1); inventory.addList("craftresult", 1); + inventory.setModified(false); + + // 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;]" + "listring[]" + "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; + local_animation_speed = 0.0; + + // Movement overrides are multipliers and must be 1 by default + physics_override_speed = 1; + physics_override_jump = 1; + physics_override_gravity = 1; + physics_override_sneak = true; + physics_override_sneak_glitch = true; + + hud_flags = + HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE | + HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE | + HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE; + + hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT; } -// Y direction is ignored -void Player::accelerate(v3f target_speed, f32 max_increase) +Player::~Player() { - v3f d_wanted = target_speed - m_speed; - d_wanted.Y = 0; - f32 dl_wanted = d_wanted.getLength(); - f32 dl = dl_wanted; - if(dl > max_increase) - dl = max_increase; - - v3f d = d_wanted.normalize() * dl; - - 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) - m_speed.X += max_increase; - else if(m_speed.X > target_speed.X + max_increase) - m_speed.X -= max_increase; - else if(m_speed.X < target_speed.X) - m_speed.X = target_speed.X; - else if(m_speed.X > target_speed.X) - m_speed.X = target_speed.X; - - if(m_speed.Z < target_speed.Z - max_increase) - m_speed.Z += max_increase; - else if(m_speed.Z > target_speed.Z + max_increase) - m_speed.Z -= max_increase; - else if(m_speed.Z < target_speed.Z) - m_speed.Z = target_speed.Z; - else if(m_speed.Z > target_speed.Z) - m_speed.Z = target_speed.Z; -#endif + clearHud(); } v3s16 Player::getLightPosition() const @@ -123,833 +126,180 @@ void Player::serialize(std::ostream &os) 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); os<<"PlayerArgsEnd\n"; - - // 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); + + inventory.serialize(os); } -void Player::deSerialize(std::istream &is) +void Player::deSerialize(std::istream &is, std::string playername) { Settings args; - - for(;;) - { - if(is.eof()) - throw SerializationError - ("Player::deSerialize(): PlayerArgsEnd not found"); - std::string line; - std::getline(is, line); - std::string trimmedline = trim(line); - if(trimmedline == "PlayerArgsEnd") - break; - args.parseConfigLine(line); + + if (!args.parseConfigLines(is, "PlayerArgsEnd")) { + throw SerializationError("PlayerArgsEnd of player " + + playername + " not found!"); } + m_dirty = true; //args.getS32("version"); // Version field value not used std::string name = args.get("name"); - updateName(name.c_str()); + strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE); setPitch(args.getFloat("pitch")); setYaw(args.getFloat("yaw")); setPosition(args.getV3F("position")); try{ - craftresult_is_preview = args.getBool("craftresult_is_preview"); - }catch(SettingNotFoundException &e){ - craftresult_is_preview = true; + hp = args.getS32("hp"); + }catch(SettingNotFoundException &e) { + hp = PLAYER_MAX_HP; } try{ - hp = args.getS32("hp"); - }catch(SettingNotFoundException &e){ - hp = 20; + m_breath = args.getS32("breath"); + }catch(SettingNotFoundException &e) { + m_breath = PLAYER_MAX_BREATH; } - inventory.deSerialize(is, m_gamedef); -} + inventory.deSerialize(is); -/* - 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 */ + if(inventory.getList("craftpreview") == NULL) { + // Convert players without craftpreview + inventory.addList("craftpreview", 1); -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 "<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 craftresult_is_preview = true; + if(args.exists("craftresult_is_preview")) + craftresult_is_preview = args.getBool("craftresult_is_preview"); + if(craftresult_is_preview) + { + // Clear craftresult + inventory.getList("craftresult")->changeItem(0, ItemStack()); + } } } -bool ServerRemotePlayer::addToInventory(InventoryItem *item) + +u32 Player::addHud(HudElement *toadd) { - infostream<<"Adding "<getName()<<" into "<getBool("creative_mode")){ - return false; - } + MutexAutoLock lock(m_mutex); - // Skip if inventory has no free space - if(ilist->roomForItem(item) == false) - { - infostream<<"Player inventory has no free space"<addItem(item); - assert(!leftover); + if (id < hud.size()) + hud[id] = toadd; + else + hud.push_back(toadd); - return true; -} -void ServerRemotePlayer::setHP(s16 hp_) -{ - hp = hp_; -} -s16 ServerRemotePlayer::getHP() -{ - return hp; + return id; } -/* - RemotePlayer -*/ +HudElement* Player::getHud(u32 id) +{ + MutexAutoLock lock(m_mutex); -#ifndef SERVER + if (id < hud.size()) + return hud[id]; -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) -{ - m_box = core::aabbox3d(-BS/2,0,-BS/2,BS/2,BS*2,BS/2); - - if(parent != NULL && device != 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] = - { - 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(); - } - m_node = mgr->addMeshSceneNode(mesh, this); - mesh->drop(); - m_node->setPosition(v3f(0,0,0)); - } + return NULL; } -RemotePlayer::~RemotePlayer() +HudElement* Player::removeHud(u32 id) { - if(SceneManager != NULL) - ISceneNode::remove(); -} + MutexAutoLock lock(m_mutex); -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); + HudElement* retval = NULL; + if (id < hud.size()) { + retval = hud[id]; + hud[id] = NULL; } + return retval; } -void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d) +void Player::clearHud() { - 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); -} + MutexAutoLock lock(m_mutex); -#endif - -#ifndef SERVER -/* - LocalPlayer -*/ - -LocalPlayer::LocalPlayer(IGameDef *gamedef): - Player(gamedef), - 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; + while(!hud.empty()) { + delete hud.back(); + hud.pop_back(); + } } -LocalPlayer::~LocalPlayer() +RemotePlayer::RemotePlayer(IGameDef *gamedef, const char *name): + Player(gamedef, name), + m_sao(NULL) { + movement_acceleration_default = g_settings->getFloat("movement_acceleration_default") * BS; + movement_acceleration_air = g_settings->getFloat("movement_acceleration_air") * BS; + movement_acceleration_fast = g_settings->getFloat("movement_acceleration_fast") * BS; + movement_speed_walk = g_settings->getFloat("movement_speed_walk") * BS; + movement_speed_crouch = g_settings->getFloat("movement_speed_crouch") * BS; + movement_speed_fast = g_settings->getFloat("movement_speed_fast") * BS; + movement_speed_climb = g_settings->getFloat("movement_speed_climb") * BS; + movement_speed_jump = g_settings->getFloat("movement_speed_jump") * BS; + movement_liquid_fluidity = g_settings->getFloat("movement_liquid_fluidity") * BS; + movement_liquid_fluidity_smooth = g_settings->getFloat("movement_liquid_fluidity_smooth") * BS; + movement_liquid_sink = g_settings->getFloat("movement_liquid_sink") * BS; + movement_gravity = g_settings->getFloat("movement_gravity") * BS; } -void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, - core::list *collision_info) +void RemotePlayer::save(std::string savedir) { - INodeDefManager *nodemgr = m_gamedef->ndef(); - - v3f position = getPosition(); - v3f oldpos = position; - v3s16 oldpos_i = floatToInt(oldpos, BS); - - v3f old_speed = m_speed; - - /*std::cout<<"oldpos_i=("<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 = 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(); - } - } - 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 = 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 - */ - //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 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 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 (" - < (" - <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 - } - - core::aabbox3d 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(is_unloaded) - standing_on_unloaded = 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; - } + * We have to open all possible player files in the players directory + * and check their player names because some file systems are not + * case-sensitive and player names are case-sensitive. + */ + + // A player to deserialize files into to check their names + RemotePlayer testplayer(m_gamedef, ""); + + savedir += DIR_DELIM; + std::string path = savedir + m_name; + for (u32 i = 0; i < PLAYER_FILE_ALTERNATE_TRIES; i++) { + if (!fs::PathExists(path)) { + // Open file and serialize + std::ostringstream ss(std::ios_base::binary); + serialize(ss); + if (!fs::safeWriteToFile(path, ss.str())) { + infostream << "Failed to write " << path << std::endl; } - - /* - 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); - } - }*/ - } - + setModified(false); + return; } - } // 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(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) - { - 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; + // Open file and deserialize + std::ifstream is(path.c_str(), std::ios_base::binary); + if (!is.good()) { + infostream << "Failed to open " << path << std::endl; + return; } - 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 && !standing_on_unloaded) - { - CollisionInfo info; - info.t = COLLISION_FALL; - info.speed = m_speed.Y - old_speed.Y; - collision_info->push_back(info); + testplayer.deSerialize(is, path); + is.close(); + if (strcmp(testplayer.getName(), m_name) == 0) { + // Open file and serialize + std::ostringstream ss(std::ios_base::binary); + serialize(ss); + if (!fs::safeWriteToFile(path, ss.str())) { + infostream << "Failed to write " << path << std::endl; + } + setModified(false); + return; } + path = savedir + m_name + itos(i); } -} -void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) -{ - move(dtime, map, pos_max_d, NULL); + infostream << "Didn't find free file for player " << m_name << std::endl; + return; } -void LocalPlayer::applyControl(float dtime) +/* + RemotePlayer +*/ +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 || 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) - 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(is_climbing) - { - v3f speed = getSpeed(); - speed.Y = -3*BS; - 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; - } - else if(is_climbing) - { - v3f speed = getSpeed(); - speed.Y = 3*BS; - setSpeed(speed); - } - } - - // 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