/* (c) 2010 Perttu Ahola */ #include "player.h" #include "map.h" #include "connection.h" #include "constants.h" Player::Player(): touching_ground(false), inventory(PLAYER_INVENTORY_SIZE), peer_id(PEER_ID_NEW), m_speed(0,0,0), m_position(0,0,0) { updateName(""); } Player::~Player() { } void Player::move(f32 dtime, Map &map) { v3f position = getPosition(); v3f oldpos = position; v3s16 oldpos_i = floatToInt(oldpos); /*std::cout<<"oldpos_i=("< 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 ); //hilightboxes.push_back(playerbox); touching_ground = false; /*std::cout<<"Checking collisions for (" < (" < 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++) { 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++) { 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_edges_collide = false; break; } } if(main_edge_collides && other_edges_collide) { m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i]; position -= position.dotProduct(dirs[i]) * dirs[i]; position += oldpos.dotProduct(dirs[i]) * dirs[i]; } } } // if(playerbox.intersectsWithBox(nodebox)) } // for x } // for z } // for y setPosition(position); } // Y direction is ignored void Player::accelerate(v3f target_speed, f32 max_increase) { 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; } /* RemotePlayer */ RemotePlayer::RemotePlayer( scene::ISceneNode* parent, IrrlichtDevice *device, s32 id): 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("../data/player.png")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); //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("../data/player_back.png")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } scene::IMeshSceneNode *node = mgr->addMeshSceneNode(mesh, this); mesh->drop(); node->setPosition(v3f(0,0,0)); } } RemotePlayer::~RemotePlayer() { if(SceneManager != NULL) ISceneNode::remove(); } 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); } } /* LocalPlayer */ LocalPlayer::LocalPlayer() { } LocalPlayer::~LocalPlayer() { } void LocalPlayer::applyControl(float dtime) { // Random constants #define WALK_ACCELERATION (4.0 * BS) #define WALKSPEED_MAX (4.0 * BS) f32 walk_acceleration = WALK_ACCELERATION; f32 walkspeed_max = WALKSPEED_MAX; setPitch(control.pitch); setYaw(control.yaw); v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); v3f speed = v3f(0,0,0); // Superspeed mode bool superspeed = false; if(control.superspeed) { speed += move_direction; superspeed = true; } if(control.up) { 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(touching_ground){ v3f speed = getSpeed(); speed.Y = 6.5*BS; setSpeed(speed); } } // The speed of the player (Y is ignored) if(superspeed) speed = speed.normalize() * walkspeed_max * 5; else speed = speed.normalize() * walkspeed_max; f32 inc = walk_acceleration * BS * dtime; // Accelerate to target speed with maximum increment accelerate(speed, inc); }