forked from Mirrorlandia_minetest/minetest
582 lines
15 KiB
C++
582 lines
15 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "localplayer.h"
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#include "main.h" // For g_settings
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#include "event.h"
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#include "collision.h"
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#include "gamedef.h"
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#include "nodedef.h"
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#include "settings.h"
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#include "environment.h"
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#include "map.h"
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#include "util/numeric.h"
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/*
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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parent(0),
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isAttached(false),
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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last_pitch(0),
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last_yaw(0),
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last_keyPressed(0),
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hotbar_image(""),
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hotbar_selected_image(""),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false),
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_need_to_get_new_sneak_node(true),
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m_can_jump(false)
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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std::list<CollisionInfo> *collision_info)
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{
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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f old_speed = m_speed;
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// Copy parent position if local player is attached
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if(isAttached)
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{
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setPosition(overridePosition);
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m_sneak_node_exists = false;
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return;
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}
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// Skip collision detection if noclip mode is used
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
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g_settings->getBool("noclip");
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bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
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if(free_move)
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{
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position += m_speed * dtime;
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setPosition(position);
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m_sneak_node_exists = false;
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return;
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}
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/*
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Collision detection
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*/
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/*
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Check if player is in liquid (the oscillating value)
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*/
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try{
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// If in liquid, the threshold of coming out is at higher y
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if(in_liquid)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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}
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catch(InvalidPositionException &e)
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{
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in_liquid = false;
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}
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/*
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Check if player is in liquid (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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in_liquid_stable = false;
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}
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/*
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
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nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
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}
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catch(InvalidPositionException &e)
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{
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is_climbing = false;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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if(!is_climbing)
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{
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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}
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}
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}
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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v3f accel_f = v3f(0,0,0);
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collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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position, m_speed, accel_f);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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bool touching_ground_was = touching_ground;
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touching_ground = result.touching_ground;
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//bool standing_on_unloaded = result.standing_on_unloaded;
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/*
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Check the nodes under the player to see from which node the
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player is sneaking from, if any. If the node from under
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the player has been removed, the player falls.
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*/
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v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
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if(m_sneak_node_exists &&
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air")
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{
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// Old node appears to have been removed; that is,
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// it wasn't air before but now it is
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m_need_to_get_new_sneak_node = false;
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m_sneak_node_exists = false;
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}
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else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
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{
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// We are on something, so make sure to recalculate the sneak
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// node.
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m_need_to_get_new_sneak_node = true;
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}
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if(m_need_to_get_new_sneak_node)
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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// If already seeking from some node, compare to it.
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/*if(m_sneak_node_exists)
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{
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v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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// Ignore if player is not on the same level (likely dropped)
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if(d_vert_f < 0.15*BS)
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min_distance_f = d_horiz_f;
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}*/
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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
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v3f pf = intToFloat(p, BS);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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f32 max_axis_distance_f = MYMAX(
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fabs(player_p2df.X-node_p2df.X),
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fabs(player_p2df.Y-node_p2df.Y));
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if(distance_f > min_distance_f ||
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max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
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continue;
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try{
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// The node to be sneaked on has to be walkable
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if(nodemgr->get(map->getNode(p)).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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continue;
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}
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min_distance_f = distance_f;
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new_sneak_node = p;
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}
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = sneak_node_found;
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/*
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If sneaking, the player's collision box can be in air, so
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this has to be set explicitly
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*/
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if(sneak_node_found && control.sneak)
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touching_ground = true;
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}
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/*
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Set new position
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*/
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setPosition(position);
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/*
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Report collisions
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*/
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bool bouncy_jump = false;
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// Dont report if flying
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if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
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{
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for(size_t i=0; i<result.collisions.size(); i++){
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const CollisionInfo &info = result.collisions[i];
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collision_info->push_back(info);
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if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
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info.bouncy)
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bouncy_jump = true;
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}
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}
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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;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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}
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if(!touching_ground_was && touching_ground){
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_gamedef->event()->put(e);
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// Set camera impact value to be used for view bobbing
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camera_impact = getSpeed().Y * -1;
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNodeNoEx(camera_np);
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if(n.getContent() != CONTENT_IGNORE){
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if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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camera_barely_in_ceiling = true;
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}
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}
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}
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/*
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Update the node last under the player
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*/
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m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
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m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
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/*
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Check properties of the node on which the player is standing
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*/
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
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// Determine if jumping is possible
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m_can_jump = touching_ground && !in_liquid;
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if(itemgroup_get(f.groups, "disable_jump"))
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m_can_jump = false;
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}
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void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
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{
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime)
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{
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// Clear stuff
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swimming_vertical = false;
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setPitch(control.pitch);
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if(isAttached)
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{
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setSpeed(v3f(0,0,0));
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return;
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}
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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bool fast_move = fast_allowed && g_settings->getBool("fast_move");
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// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
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bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
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bool continuous_forward = g_settings->getBool("continuous_forward");
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// Whether superspeed mode is used or not
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bool superspeed = false;
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if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
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superspeed = true;
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// Old descend control
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if(g_settings->getBool("aux1_descends"))
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{
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// If free movement and fast movement, always move fast
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if(free_move && fast_move)
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superspeed = true;
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// Auxiliary button 1 (E)
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if(control.aux1)
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{
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if(free_move)
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{
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// In free movement mode, aux1 descends
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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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}
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else if(in_liquid || in_liquid_stable)
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{
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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speedV.Y = -movement_speed_climb;
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}
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else
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{
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// If not free movement but fast is allowed, aux1 is
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// "Turbo button"
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if(fast_move)
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superspeed = true;
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}
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}
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}
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// New minecraft-like descend control
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else
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{
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// Auxiliary button 1 (E)
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if(control.aux1)
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{
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if(!is_climbing)
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{
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// aux1 is "Turbo button"
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if(fast_move)
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superspeed = true;
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}
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}
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if(control.sneak)
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{
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if(free_move)
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{
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// In free movement mode, sneak descends
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if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
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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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}
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else if(in_liquid || in_liquid_stable)
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{
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if(fast_climb)
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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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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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if(fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_climb;
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}
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}
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}
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if(continuous_forward)
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speedH += move_direction;
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if(control.up)
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{
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if(continuous_forward)
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superspeed = true;
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else
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speedH += move_direction;
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}
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if(control.down)
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{
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speedH -= move_direction;
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}
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if(control.left)
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{
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speedH += move_direction.crossProduct(v3f(0,1,0));
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}
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if(control.right)
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{
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speedH += move_direction.crossProduct(v3f(0,-1,0));
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}
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if(control.jump)
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{
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if(free_move)
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{
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if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
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{
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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 {
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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
|
|
*/
|
|
v3f speedJ = getSpeed();
|
|
if(speedJ.Y >= -0.5 * BS)
|
|
{
|
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
|
setSpeed(speedJ);
|
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
|
m_gamedef->event()->put(e);
|
|
}
|
|
}
|
|
else if(in_liquid)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
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))
|
|
speedH = speedH.normalize() * movement_speed_fast;
|
|
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
|
speedH = speedH.normalize() * movement_speed_crouch;
|
|
else
|
|
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))
|
|
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);
|
|
}
|
|
|