minetest/src/player.cpp
2010-12-19 19:11:05 +02:00

409 lines
9.9 KiB
C++

/*
Minetest-c55
Copyright (C) 2010 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.
*/
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#include "player.h"
#include "map.h"
#include "connection.h"
#include "constants.h"
Player::Player():
touching_ground(false),
in_water(false),
inventory(PLAYER_INVENTORY_SIZE),
peer_id(PEER_ID_NEW),
m_speed(0,0,0),
m_position(0,0,0)
{
updateName("<not set>");
}
Player::~Player()
{
}
void Player::move(f32 dtime, Map &map)
{
v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos);
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
position += m_speed * dtime;
// Skip collision detection if player is non-local
if(isLocal() == false)
{
setPosition(position);
return;
}
/*
Collision detection
*/
v3s16 pos_i = floatToInt(position);
/*
Check if player is in water
*/
try{
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,0,0));
in_water = content_liquid(map.getNode(pp).d);
}
else
{
v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
in_water = content_liquid(map.getNode(pp).d);
}
}
catch(InvalidPositionException &e)
{
in_water = false;
}
// The frame length is limited to the player going 0.1*BS per call
f32 d = (float)BS * 0.15;
#define PLAYER_RADIUS (BS*0.3)
#define PLAYER_HEIGHT (BS*1.7)
core::aabbox3d<f32> 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<f32> 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 ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
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++){
try{
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
continue;
}
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> 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
*/
#ifndef SERVER
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<f32>(-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);
}
}
#endif
#ifndef SERVER
/*
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);
}
else if(in_water)
{
v3f speed = getSpeed();
speed.Y = 2.0*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);
}
#endif