/* Minetest-c55 Copyright (C) 2010-2011 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 (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. */ #include "player.h" #include "map.h" #include "connection.h" #include "constants.h" #include "utility.h" #ifndef SERVER #include #endif #include "main.h" // For g_settings #include "settings.h" #include "nodedef.h" #include "collision.h" #include "environment.h" #include "gamedef.h" #include "event.h" #include "content_sao.h" Player::Player(IGameDef *gamedef): touching_ground(false), in_water(false), in_water_stable(false), is_climbing(false), swimming_up(false), camera_barely_in_ceiling(false), inventory(gamedef->idef()), hp(PLAYER_MAX_HP), peer_id(PEER_ID_INEXISTENT), // protected m_gamedef(gamedef), m_pitch(0), m_yaw(0), m_speed(0,0,0), m_position(0,0,0) { updateName(""); inventory.clear(); inventory.addList("main", PLAYER_INVENTORY_SIZE); inventory.addList("craft", 9); inventory.addList("craftpreview", 1); inventory.addList("craftresult", 1); } Player::~Player() { } // 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 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 } 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); } 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()); } } } #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; } LocalPlayer::~LocalPlayer() { } void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, core::list *collision_info) { 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*0.30; float player_height = BS*1.55; // 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. */ bool touching_ground_was = touching_ground; 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; } } /* 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); } }*/ } } } // 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; } 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); } } 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; } } } } void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) { move(dtime, map, pos_max_d, NULL); } void LocalPlayer::applyControl(float dtime) { // 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) { /* 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); } } // 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); } v3s16 LocalPlayer::getStandingNodePos() { if(m_sneak_node_exists) return m_sneak_node; return floatToInt(getPosition(), BS); } #endif /* RemotePlayer */ void RemotePlayer::setPosition(const v3f &position) { Player::setPosition(position); if(m_sao) m_sao->setBasePosition(position); }