minetest/src/localplayer.cpp

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/*
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Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 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 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 Lesser General Public License for more details.
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 "localplayer.h"
#include "main.h" // For g_settings
#include "event.h"
#include "collision.h"
#include "gamedef.h"
#include "nodedef.h"
#include "settings.h"
#include "environment.h"
#include "map.h"
#include "util/numeric.h"
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
parent(0),
isAttached(false),
overridePosition(v3f(0,0,0)),
last_position(v3f(0,0,0)),
last_speed(v3f(0,0,0)),
last_pitch(0),
last_yaw(0),
last_keyPressed(0),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_need_to_get_new_sneak_node(true),
m_can_jump(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, ClientEnvironment *env, f32 pos_max_d,
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std::list<CollisionInfo> *collision_info)
{
Map *map = &env->getMap();
INodeDefManager *nodemgr = m_gamedef->ndef();
v3f position = getPosition();
v3f old_speed = m_speed;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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// Copy parent position if local player is attached
if(isAttached)
{
setPosition(overridePosition);
m_sneak_node_exists = false;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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return;
}
// Skip collision detection if noclip mode is used
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
g_settings->getBool("noclip");
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
if(free_move)
{
position += m_speed * dtime;
setPosition(position);
m_sneak_node_exists = false;
return;
}
/*
Collision detection
*/
/*
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Check if player is in liquid (the oscillating value)
*/
try{
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// If in liquid, the threshold of coming out is at higher y
if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
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// If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
{
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in_liquid = false;
}
/*
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Check if player is in liquid (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
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in_liquid_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);
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
/*
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 && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
{
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);
if(!is_climbing)
{
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;
}
}
}
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
v3f accel_f = v3f(0,0,0);
collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
pos_max_d, m_collisionbox, player_stepheight, dtime,
position, m_speed, accel_f);
/*
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 = result.touching_ground;
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//bool standing_on_unloaded = result.standing_on_unloaded;
/*
Check the nodes under the player to see from which node the
player is sneaking from, if any. If the node from under
the player has been removed, the player falls.
*/
v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
if(m_sneak_node_exists &&
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air")
{
// Old node appears to have been removed; that is,
// it wasn't air before but now it is
m_need_to_get_new_sneak_node = false;
m_sneak_node_exists = false;
}
else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
{
// We are on something, so make sure to recalculate the sneak
// node.
m_need_to_get_new_sneak_node = true;
}
if(m_need_to_get_new_sneak_node)
{
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);
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
*/
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bool bouncy_jump = false;
// Dont report if flying
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if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
{
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for(size_t i=0; i<result.collisions.size(); i++){
const CollisionInfo &info = result.collisions[i];
collision_info->push_back(info);
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if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
info.bouncy)
bouncy_jump = true;
}
}
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if(bouncy_jump && control.jump){
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m_speed.Y += movement_speed_jump*BS;
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touching_ground = false;
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
// Set camera impact value to be used for view bobbing
camera_impact = getSpeed().Y * -1;
}
{
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 && nodemgr->get(n).solidness == 2){
camera_barely_in_ceiling = true;
}
}
}
/*
Update the node last under the player
*/
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
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m_can_jump = touching_ground && !in_liquid;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
{
move(dtime, env, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
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swimming_vertical = false;
setPitch(control.pitch);
setYaw(control.yaw);
// Nullify speed and don't run positioning code if the player is attached
if(isAttached)
{
setSpeed(v3f(0,0,0));
return;
}
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
bool continuous_forward = g_settings->getBool("continuous_forward");
// Whether superspeed mode is used or not
bool superspeed = false;
if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
superspeed = true;
// Old descend control
if(g_settings->getBool("aux1_descends"))
{
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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)
{
if(free_move)
{
// In free movement mode, aux1 descends
if(fast_move)
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speedV.Y = -movement_speed_fast;
else
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speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
}
else if(is_climbing)
{
speedV.Y = -movement_speed_climb;
}
else
{
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
if(fast_move)
superspeed = true;
}
}
}
// New minecraft-like descend control
else
{
// Auxiliary button 1 (E)
if(control.aux1)
{
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if(!is_climbing)
{
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// aux1 is "Turbo button"
if(fast_move)
superspeed = true;
}
}
if(control.sneak)
{
if(free_move)
{
// In free movement mode, sneak descends
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if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
speedV.Y = -movement_speed_fast;
else
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speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
if(fast_climb)
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speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
if(fast_climb)
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speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
}
}
}
if(continuous_forward)
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speedH += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
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speedH += move_direction;
}
if(control.down)
{
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speedH -= move_direction;
}
if(control.left)
{
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speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
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speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
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{
if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
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{
if(fast_move)
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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} else {
if(fast_move && control.aux1)
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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}
}
else if(m_can_jump)
{
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
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v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
speedJ.Y = movement_speed_jump * physics_override_jump;
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setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
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else if(in_liquid)
{
if(fast_climb)
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speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
if(fast_climb)
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speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
}
}
// The speed of the player (Y is ignored)
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
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speedH = speedH.normalize() * movement_speed_fast;
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
speedH = speedH.normalize() * movement_speed_crouch;
else
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speedH = speedH.normalize() * movement_speed_walk;
// Acceleration increase
f32 incH = 0; // Horizontal (X, Z)
f32 incV = 0; // Vertical (Y)
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
{
// Jumping and falling
if(superspeed || (fast_move && control.aux1))
incH = movement_acceleration_fast * BS * dtime;
else
incH = movement_acceleration_air * BS * dtime;
incV = 0; // No vertical acceleration in air
}
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
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incH = incV = movement_acceleration_fast * BS * dtime;
else
incH = incV = movement_acceleration_default * BS * dtime;
// Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}
v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
return m_sneak_node;
return floatToInt(getPosition(), BS);
}