/* Minetest-c55 Copyright (C) 2010-2012 celeron55, Perttu Ahola 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 "map.h" #include "util/numeric.h" /* LocalPlayer */ LocalPlayer::LocalPlayer(IGameDef *gamedef): Player(gamedef), 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, Map &map, f32 pos_max_d, core::list *collision_info) { INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); v3f old_speed = m_speed; // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); 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); return; } /* Collision detection */ /* 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, keep in range from the last walked node and don't fall off from it */ if(control.sneak && m_sneak_node_exists && !g_settings->getBool("free_move")) { 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; } } } /* Calculate player collision box (new and old) */ core::aabbox3d playerbox( -player_radius, 0.0, -player_radius, player_radius, player_height, player_radius ); float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(&map, m_gamedef, pos_max_d, playerbox, 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; //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 */ bool bouncy_jump = false; // Dont report if flying if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; ipush_back(info); if(info.new_speed.Y - info.old_speed.Y > 0.1*BS && info.bouncy) bouncy_jump = true; } } if(bouncy_jump && control.jump){ m_speed.Y += 6.5*BS; 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); } { 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 m_can_jump = touching_ground; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; } 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); // 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()); v3f speed = v3f(0,0,0); 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"); 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(g_settings->getBool("always_fly_fast") && free_move && fast_move) superspeed = true; // Old descend control if(g_settings->getBool("aux1_descends")) { // 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; } } } // New minecraft-like descend control else { // Auxiliary button 1 (E) if(control.aux1) { if(!is_climbing) { // aux1 is "Turbo button" if(fast_move) superspeed = true; } } if(control.sneak) { if(free_move) { // In free movement mode, sneak descends v3f speed = getSpeed(); if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast"))) speed.Y = -20*BS; else speed.Y = -walkspeed_max; setSpeed(speed); } else if(is_climbing) { v3f speed = getSpeed(); speed.Y = -3*BS; setSpeed(speed); } } } 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(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) { if(fast_move) speed.Y = 20*BS; else speed.Y = walkspeed_max; } else { if(fast_move && control.aux1) speed.Y = 20*BS; else speed.Y = walkspeed_max; } setSpeed(speed); } 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 */ 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 && !free_move) 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 && superspeed) 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); }