minetest/src/player.cpp

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/*
Minetest-c55
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
the Free Software Foundation; either version 2 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.
You should have received a copy of the GNU 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.
*/
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#include "player.h"
#include "map.h"
#include "connection.h"
#include "constants.h"
#include "utility.h"
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#ifndef SERVER
#include <ITextSceneNode.h>
#endif
#include "main.h" // For g_settings
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#include "settings.h"
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#include "nodedef.h"
#include "collision.h"
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#include "environment.h"
#include "gamedef.h"
#include "event.h"
#include "content_sao.h"
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Player::Player(IGameDef *gamedef):
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touching_ground(false),
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in_water(false),
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in_water_stable(false),
is_climbing(false),
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swimming_up(false),
camera_barely_in_ceiling(false),
inventory(gamedef->idef()),
hp(PLAYER_MAX_HP),
peer_id(PEER_ID_INEXISTENT),
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// protected
m_gamedef(gamedef),
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m_pitch(0),
m_yaw(0),
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m_speed(0,0,0),
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m_position(0,0,0)
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{
updateName("<not set>");
inventory.clear();
inventory.addList("main", PLAYER_INVENTORY_SIZE);
inventory.addList("craft", 9);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
}
Player::~Player()
{
}
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// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
{
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
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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
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}
v3s16 Player::getLightPosition() const
{
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
}
void Player::serialize(std::ostream &os)
{
// Utilize a Settings object for storing values
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.setS32("hp", hp);
args.writeLines(os);
os<<"PlayerArgsEnd\n";
inventory.serialize(os);
}
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void Player::deSerialize(std::istream &is)
{
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);
}
//args.getS32("version"); // Version field value not used
std::string name = args.get("name");
updateName(name.c_str());
setPitch(args.getFloat("pitch"));
setYaw(args.getFloat("yaw"));
setPosition(args.getV3F("position"));
try{
hp = args.getS32("hp");
}catch(SettingNotFoundException &e){
hp = 20;
}
inventory.deSerialize(is);
if(inventory.getList("craftpreview") == NULL)
{
// Convert players without craftpreview
inventory.addList("craftpreview", 1);
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());
}
}
}
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#ifndef SERVER
/*
LocalPlayer
*/
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
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m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false)
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{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
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}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos, BS);
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v3f old_speed = m_speed;
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
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/*
Calculate new position
*/
position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings->getBool("free_move");
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if(free_move)
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{
setPosition(position);
return;
}
/*
Collision detection
*/
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// Player position in nodes
v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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*/
try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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// If not in water, the threshold of going in is at lower y
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else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
}
catch(InvalidPositionException &e)
{
in_water = false;
}
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/*
Check if player is in water (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
catch(InvalidPositionException &e)
{
in_water_stable = false;
}
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/*
Check if player is climbing
*/
try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
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}
catch(InvalidPositionException &e)
{
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is_climbing = false;
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}
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/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
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float player_radius = BS*0.30;
float player_height = BS*1.55;
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// 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
*/
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if(control.sneak && m_sneak_node_exists)
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{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
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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;
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//v3f old_speed = m_speed;
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if(m_speed.Y < 0)
m_speed.Y = 0;
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/*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);
}
}*/
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}
}
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/*
Calculate player collision box (new and old)
*/
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core::aabbox3d<f32> playerbox(
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - player_radius,
position.X + player_radius,
position.Y + player_height,
position.Z + player_radius
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);
core::aabbox3d<f32> playerbox_old(
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - player_radius,
oldpos.X + player_radius,
oldpos.Y + player_height,
oldpos.Z + player_radius
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);
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/*
If the player's feet touch the topside of any node, this is
set to true.
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Player is allowed to jump when this is true.
*/
bool touching_ground_was = touching_ground;
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touching_ground = false;
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/*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;*/
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bool standing_on_unloaded = false;
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/*
Go through every node around the player
*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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;
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try{
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// Player collides into walkable nodes
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if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
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continue;
}
catch(InvalidPositionException &e)
{
is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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/*
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;
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}
// 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))
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{
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other_axes_overlap = false;
break;
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}
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}
/*
If this is a collision, revert the position in the main
direction.
*/
if(other_axes_overlap && main_axis_collides)
{
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//v3f old_speed = m_speed;
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
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/*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);
}
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}*/
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}
}
} // xyz
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/*
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Check the nodes under the player to see from which node the
player is sneaking from, if any.
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*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
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{
v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
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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);
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// Ignore if player is not on the same level (likely dropped)
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if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
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}*/
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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
v3f pf = intToFloat(p, BS);
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v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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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 ||
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max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
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continue;
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try{
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// The node to be sneaked on has to be walkable
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if(nodemgr->get(map.getNode(p)).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
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continue;
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}
catch(InvalidPositionException &e)
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{
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continue;
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}
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min_distance_f = distance_f;
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new_sneak_node = p;
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}
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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;
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}
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/*
Set new position
*/
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setPosition(position);
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/*
Report collisions
*/
if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
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{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
}
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map.getNodeNoEx(camera_np);
if(n.getContent() != CONTENT_IGNORE){
if(nodemgr->get(n).walkable){
camera_barely_in_ceiling = true;
}
}
}
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}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
move(dtime, map, pos_max_d, NULL);
}
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void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
swimming_up = false;
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// Random constants
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f32 walk_acceleration = 4.0 * BS;
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f32 walkspeed_max = 4.0 * BS;
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setPitch(control.pitch);
setYaw(control.yaw);
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
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bool free_move = g_settings->getBool("free_move");
bool fast_move = g_settings->getBool("fast_move");
bool continuous_forward = g_settings->getBool("continuous_forward");
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if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
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// Whether superspeed mode is used or not
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bool superspeed = false;
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// If free movement and fast movement, always move fast
if(free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
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{
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if(free_move)
{
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// In free movement mode, aux1 descends
v3f speed = getSpeed();
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if(fast_move)
speed.Y = -20*BS;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
}
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else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
}
else
{
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// If not free movement but fast is allowed, aux1 is
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// "Turbo button"
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if(fast_move)
superspeed = true;
}
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}
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if(continuous_forward)
speed += move_direction;
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if(control.up)
{
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if(continuous_forward)
superspeed = true;
else
speed += move_direction;
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}
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)
{
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if(free_move)
{
v3f speed = getSpeed();
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if(fast_move)
speed.Y = 20*BS;
else
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
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{
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/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
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}
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// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)
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else if(in_water)
{
v3f speed = getSpeed();
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speed.Y = 1.5*BS;
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setSpeed(speed);
swimming_up = true;
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}
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else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = 3*BS;
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setSpeed(speed);
}
}
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// The speed of the player (Y is ignored)
if(superspeed)
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speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak)
speed = speed.normalize() * walkspeed_max / 3.0;
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else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
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// Faster acceleration if fast and free movement
if(free_move && fast_move)
inc = walk_acceleration * BS * dtime * 10;
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// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
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v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
return m_sneak_node;
return floatToInt(getPosition(), BS);
}
#endif
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/*
RemotePlayer
*/
void RemotePlayer::setPosition(const v3f &position)
{
Player::setPosition(position);
if(m_sao)
m_sao->setBasePosition(position);
}