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https://github.com/minetest/minetest.git
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Add 'fly' and 'fast' privileges and the underlying privileges-to-client system
This commit is contained in:
parent
96ee73f790
commit
52122c342d
@ -870,8 +870,24 @@ end
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--
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minetest.registered_privileges = {}
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function minetest.register_privilege(name, description)
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minetest.registered_privileges[name] = description
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function minetest.register_privilege(name, param)
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local function fill_defaults(def)
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if def.give_to_singleplayer == nil then
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def.give_to_singleplayer = true
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end
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if def.description == nil then
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def.description = "(no description)"
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end
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end
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local def = {}
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if type(param) == "table" then
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def = param
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else
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def = {description = param}
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end
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fill_defaults(def)
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minetest.registered_privileges[name] = def
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end
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minetest.register_privilege("interact", "Can interact with things and modify the world")
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@ -884,6 +900,14 @@ minetest.register_privilege("shout", "Can speak in chat")
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minetest.register_privilege("ban", "Can ban and unban players")
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minetest.register_privilege("give", "Can use /give and /giveme")
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minetest.register_privilege("password", "Can use /setpassword and /clearpassword")
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minetest.register_privilege("fly", {
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description = "Can fly using the free_move mode",
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give_to_singleplayer = false,
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})
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minetest.register_privilege("fast", {
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description = "Can walk fast using the fast_move mode",
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give_to_singleplayer = false,
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})
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--
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-- Chat commands
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@ -929,8 +953,8 @@ minetest.register_chatcommand("help", {
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end
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elseif param == "privs" then
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minetest.chat_send_player(name, "Available privileges:")
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for priv, desc in pairs(minetest.registered_privileges) do
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minetest.chat_send_player(name, priv..": "..desc)
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for priv, def in pairs(minetest.registered_privileges) do
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minetest.chat_send_player(name, priv..": "..def.description)
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end
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else
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local cmd = param
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@ -1004,7 +1028,7 @@ minetest.register_chatcommand("revoke", {
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local revokeprivs = minetest.string_to_privs(revokeprivstr)
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local privs = minetest.get_player_privs(revokename)
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for priv, _ in pairs(revokeprivs) do
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table.remove(privs, priv)
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privs[priv] = nil
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end
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minetest.set_player_privs(revokename, privs)
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end,
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@ -1200,6 +1224,7 @@ local function read_auth_file()
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end
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io.close(file)
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minetest.auth_table = newtable
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minetest.notify_authentication_modified()
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end
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local function save_auth_file()
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@ -1228,24 +1253,41 @@ read_auth_file()
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minetest.builtin_auth_handler = {
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get_auth = function(name)
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assert(type(name) == "string")
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-- Figure out what password to use for a new player (singleplayer
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-- always has an empty password, otherwise use default, which is
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-- usually empty too)
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local new_password_hash = ""
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if not minetest.is_singleplayer() then
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new_password_hash = minetest.get_password_hash(name, minetest.setting_get("default_password"))
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end
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-- Add player to authentication table if not there already
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if not minetest.auth_table[name] then
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minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
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end
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-- Figure out what privileges the player should have.
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-- Take a copy of the privilege table
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local privileges = {}
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for priv, _ in pairs(minetest.auth_table[name].privileges) do
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privileges[priv] = true
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end
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-- If singleplayer, give all privileges except those marked as give_to_singleplayer = false
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if minetest.is_singleplayer() then
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return {
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password = "",
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privileges = minetest.registered_privileges
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}
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else
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if minetest.auth_table[name] and name == minetest.setting_get("name") then
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return {
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password = minetest.auth_table[name].password,
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privileges = minetest.registered_privileges
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}
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else
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return minetest.auth_table[name]
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for priv, def in pairs(minetest.registered_privileges) do
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if def.give_to_singleplayer then
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privileges[priv] = true
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end
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end
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-- For the admin, give everything
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elseif name == minetest.setting_get("name") then
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for priv, def in pairs(minetest.registered_privileges) do
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privileges[priv] = true
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end
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end
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-- All done
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return {
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password = minetest.auth_table[name].password,
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privileges = privileges,
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}
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end,
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create_auth = function(name, password)
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assert(type(name) == "string")
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@ -1275,6 +1317,7 @@ minetest.builtin_auth_handler = {
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minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
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end
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minetest.auth_table[name].privileges = privileges
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minetest.notify_authentication_modified(name)
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save_auth_file()
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end
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}
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@ -506,7 +506,12 @@ minetest.register_on_respawnplayer(func(ObjectRef))
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^ currently called _before_ repositioning of player occurs
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minetest.register_on_chat_message(func(name, message))
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minetest.register_chatcommand(cmd, chatcommand definition)
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minetest.register_privilege(name, description)
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minetest.register_privilege(name, definition)
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^ definition: "description text"
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^ definition: {
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description = "description text",
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give_to_singleplayer = boolean, -- default: true
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}
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minetest.register_authentication_handler(handler)
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^ See minetest.builtin_auth_handler in builtin.lua for reference
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@ -516,13 +521,20 @@ minetest.setting_getbool(name) -> boolean value or nil
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minetest.add_to_creative_inventory(itemstring)
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Authentication:
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minetest.notify_authentication_modified(name)
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^ Should be called by the authentication handler if privileges change.
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^ To report everybody, set name=nil.
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minetest.get_password_hash(name, raw_password)
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minetest.set_player_password(name, password_hash)
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^ Convert a name-password pair to a password hash that minetest can use
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minetest.string_to_privs(str) -> {priv1=true,...}
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minetest.privs_to_string(privs) -> "priv1,priv2,..."
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^ Convert between two privilege representations
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minetest.set_player_password(name, password_hash)
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minetest.set_player_privs(name, {priv1=true,...})
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minetest.get_player_privs(name) -> {priv1=true,...}
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^ These call the authentication handler
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minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
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^ A quickhand for checking privileges
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Chat:
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minetest.chat_send_all(text)
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@ -220,6 +220,7 @@ endif()
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set(minetest_SRCS
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${common_SRCS}
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${sound_SRCS}
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localplayer.cpp
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sky.cpp
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clientmap.cpp
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content_cso.cpp
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@ -351,7 +351,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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if ((hypot(speed.X, speed.Z) > BS) &&
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(player->touching_ground) &&
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(g_settings->getBool("view_bobbing") == true) &&
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(g_settings->getBool("free_move") == false))
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(g_settings->getBool("free_move") == false ||
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!m_gamedef->checkLocalPrivilege("fly")))
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{
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// Start animation
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m_view_bobbing_state = 1;
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@ -1674,6 +1674,21 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_sound->stopSound(client_id);
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}
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}
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else if(command == TOCLIENT_PRIVILEGES)
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{
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std::string datastring((char*)&data[2], datasize-2);
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std::istringstream is(datastring, std::ios_base::binary);
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m_privileges.clear();
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infostream<<"Client: Privileges updated: ";
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u16 num_privileges = readU16(is);
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for(u16 i=0; i<num_privileges; i++){
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std::string priv = deSerializeString(is);
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m_privileges.insert(priv);
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infostream<<priv<<" ";
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}
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infostream<<std::endl;
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}
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else
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{
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infostream<<"Client: Ignoring unknown command "
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20
src/client.h
20
src/client.h
@ -20,8 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef CLIENT_HEADER
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#define CLIENT_HEADER
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#ifndef SERVER
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#include "connection.h"
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#include "environment.h"
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#include "common_irrlicht.h"
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@ -35,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "inventorymanager.h"
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#include "filesys.h"
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#include "filecache.h"
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#include "localplayer.h"
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struct MeshMakeData;
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class MapBlockMesh;
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@ -262,14 +261,8 @@ public:
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u16 getHP();
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float getAvgRtt()
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{
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try{
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return m_con.GetPeerAvgRTT(PEER_ID_SERVER);
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} catch(con::PeerNotFoundException){
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return 1337;
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}
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}
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bool checkPrivilege(const std::string &priv)
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{ return (m_privileges.count(priv) != 0); }
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bool getChatMessage(std::wstring &message);
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void typeChatMessage(const std::wstring& message);
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@ -312,6 +305,8 @@ public:
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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private:
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@ -392,9 +387,10 @@ private:
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std::map<int, s32> m_sounds_client_to_server;
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// And relations to objects
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std::map<int, u16> m_sounds_to_objects;
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};
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#endif // !SERVER
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// Privileges
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std::set<std::string> m_privileges;
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};
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#endif // !CLIENT_HEADER
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@ -50,9 +50,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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PROTOCOL_VERSION 9:
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ContentFeatures and NodeDefManager use a different serialization
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format; better for future version cross-compatibility
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Many things
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PROTOCOL_VERSION 10:
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TOCLIENT_PRIVILEGES
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Version raised to force 'fly' and 'fast' privileges into effect.
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*/
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#define PROTOCOL_VERSION 9
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#define PROTOCOL_VERSION 10
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#define PROTOCOL_ID 0x4f457403
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@ -291,6 +295,15 @@ enum ToClientCommand
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u16 command
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s32 sound_id
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*/
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TOCLIENT_PRIVILEGES = 0x41,
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/*
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u16 command
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u16 number of privileges
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for each privilege
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u16 len
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u8[len] privilege
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*/
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};
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enum ToServerCommand
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@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_cso.h"
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#include "sound.h"
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#include "nodedef.h"
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#include "localplayer.h"
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class Settings;
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struct ToolCapabilities;
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gamedef.h"
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#ifndef SERVER
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#include "clientmap.h"
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#include "localplayer.h"
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#endif
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#include "daynightratio.h"
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@ -1888,7 +1889,8 @@ void ClientEnvironment::step(float dtime)
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stepTimeOfDay(dtime);
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// Get some settings
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bool free_move = g_settings->getBool("free_move");
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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// Get local player
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LocalPlayer *lplayer = getLocalPlayer();
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@ -1636,6 +1636,8 @@ void the_game(
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g_settings->set("free_move","true");
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statustext = L"free_move enabled";
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statustext_time = 0;
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if(!client.checkPrivilege("fly"))
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statustext += L" (note: no 'fly' privilege)";
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}
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}
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else if(input->wasKeyDown(getKeySetting("keymap_fastmove")))
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@ -1651,6 +1653,8 @@ void the_game(
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g_settings->set("fast_move","true");
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statustext = L"fast_move enabled";
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statustext_time = 0;
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if(!client.checkPrivilege("fast"))
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statustext += L" (note: no 'fast' privilege)";
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}
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}
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else if(input->wasKeyDown(getKeySetting("keymap_screenshot")))
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@ -50,10 +50,15 @@ public:
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// Used for keeping track of names/ids of unknown nodes
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virtual u16 allocateUnknownNodeId(const std::string &name)=0;
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// Only usable on the client
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virtual ISoundManager* getSoundManager()=0;
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virtual MtEventManager* getEventManager()=0;
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// Used on the client
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return false; }
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// Shorthands
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IItemDefManager* idef(){return getItemDefManager();}
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INodeDefManager* ndef(){return getNodeDefManager();}
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638
src/localplayer.cpp
Normal file
638
src/localplayer.cpp
Normal file
@ -0,0 +1,638 @@
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/*
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Minetest-c55
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Copyright (C) 2010-2012 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "map.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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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(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, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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v3f old_speed = m_speed;
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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if(free_move)
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{
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setPosition(position);
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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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// Player position in nodes
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v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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*/
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try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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// If not in water, 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_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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}
|
||||
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<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
|
||||
);
|
||||
|
||||
/*
|
||||
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 ("
|
||||
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
|
||||
<<") -> ("
|
||||
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
|
||||
<<"):"<<std::endl;*/
|
||||
|
||||
bool standing_on_unloaded = false;
|
||||
|
||||
/*
|
||||
Go through every node around the player
|
||||
*/
|
||||
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++)
|
||||
{
|
||||
bool is_unloaded = false;
|
||||
try{
|
||||
// Player collides into walkable nodes
|
||||
if(nodemgr->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<f32> 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 fly_allowed = m_gamedef->checkLocalPrivilege("fly");
|
||||
bool fast_allowed = m_gamedef->checkLocalPrivilege("fly");
|
||||
|
||||
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 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);
|
||||
}
|
||||
|
101
src/localplayer.h
Normal file
101
src/localplayer.h
Normal file
@ -0,0 +1,101 @@
|
||||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2012 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.
|
||||
*/
|
||||
|
||||
#ifndef LOCALPLAYER_HEADER
|
||||
#define LOCALPLAYER_HEADER
|
||||
|
||||
#include "player.h"
|
||||
|
||||
struct PlayerControl
|
||||
{
|
||||
PlayerControl()
|
||||
{
|
||||
up = false;
|
||||
down = false;
|
||||
left = false;
|
||||
right = false;
|
||||
jump = false;
|
||||
aux1 = false;
|
||||
sneak = false;
|
||||
pitch = 0;
|
||||
yaw = 0;
|
||||
}
|
||||
PlayerControl(
|
||||
bool a_up,
|
||||
bool a_down,
|
||||
bool a_left,
|
||||
bool a_right,
|
||||
bool a_jump,
|
||||
bool a_aux1,
|
||||
bool a_sneak,
|
||||
float a_pitch,
|
||||
float a_yaw
|
||||
)
|
||||
{
|
||||
up = a_up;
|
||||
down = a_down;
|
||||
left = a_left;
|
||||
right = a_right;
|
||||
jump = a_jump;
|
||||
aux1 = a_aux1;
|
||||
sneak = a_sneak;
|
||||
pitch = a_pitch;
|
||||
yaw = a_yaw;
|
||||
}
|
||||
bool up;
|
||||
bool down;
|
||||
bool left;
|
||||
bool right;
|
||||
bool jump;
|
||||
bool aux1;
|
||||
bool sneak;
|
||||
float pitch;
|
||||
float yaw;
|
||||
};
|
||||
|
||||
class LocalPlayer : public Player
|
||||
{
|
||||
public:
|
||||
LocalPlayer(IGameDef *gamedef);
|
||||
virtual ~LocalPlayer();
|
||||
|
||||
bool isLocal() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
core::list<CollisionInfo> *collision_info);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
|
||||
void applyControl(float dtime);
|
||||
|
||||
v3s16 getStandingNodePos();
|
||||
|
||||
PlayerControl control;
|
||||
|
||||
private:
|
||||
// This is used for determining the sneaking range
|
||||
v3s16 m_sneak_node;
|
||||
// Whether the player is allowed to sneak
|
||||
bool m_sneak_node_exists;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
622
src/player.cpp
622
src/player.cpp
@ -18,20 +18,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
*/
|
||||
|
||||
#include "player.h"
|
||||
#include "map.h"
|
||||
#include "connection.h"
|
||||
#include "constants.h"
|
||||
#include "utility.h"
|
||||
#ifndef SERVER
|
||||
#include <ITextSceneNode.h>
|
||||
#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 "connection.h" // PEER_ID_INEXISTENT
|
||||
#include "settings.h"
|
||||
#include "content_sao.h"
|
||||
|
||||
Player::Player(IGameDef *gamedef):
|
||||
@ -171,615 +162,6 @@ void Player::deSerialize(std::istream &is)
|
||||
}
|
||||
}
|
||||
|
||||
#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<CollisionInfo> *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=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
|
||||
<<oldpos_i.Z<<")"<<std::endl;*/
|
||||
|
||||
/*
|
||||
Calculate new position
|
||||
*/
|
||||
position += m_speed * dtime;
|
||||
|
||||
// Skip collision detection if a special movement mode is used
|
||||
bool free_move = g_settings->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<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
|
||||
);
|
||||
|
||||
/*
|
||||
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 ("
|
||||
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
|
||||
<<") -> ("
|
||||
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
|
||||
<<"):"<<std::endl;*/
|
||||
|
||||
bool standing_on_unloaded = false;
|
||||
|
||||
/*
|
||||
Go through every node around the player
|
||||
*/
|
||||
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++)
|
||||
{
|
||||
bool is_unloaded = false;
|
||||
try{
|
||||
// Player collides into walkable nodes
|
||||
if(nodemgr->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<f32> 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
|
||||
*/
|
||||
|
80
src/player.h
80
src/player.h
@ -20,14 +20,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#ifndef PLAYER_HEADER
|
||||
#define PLAYER_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
#include "irrlichttypes.h"
|
||||
#include "inventory.h"
|
||||
|
||||
#define PLAYERNAME_SIZE 20
|
||||
|
||||
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
|
||||
|
||||
|
||||
class Map;
|
||||
class IGameDef;
|
||||
struct CollisionInfo;
|
||||
@ -167,83 +166,6 @@ protected:
|
||||
v3f m_position;
|
||||
};
|
||||
|
||||
#ifndef SERVER
|
||||
struct PlayerControl
|
||||
{
|
||||
PlayerControl()
|
||||
{
|
||||
up = false;
|
||||
down = false;
|
||||
left = false;
|
||||
right = false;
|
||||
jump = false;
|
||||
aux1 = false;
|
||||
sneak = false;
|
||||
pitch = 0;
|
||||
yaw = 0;
|
||||
}
|
||||
PlayerControl(
|
||||
bool a_up,
|
||||
bool a_down,
|
||||
bool a_left,
|
||||
bool a_right,
|
||||
bool a_jump,
|
||||
bool a_aux1,
|
||||
bool a_sneak,
|
||||
float a_pitch,
|
||||
float a_yaw
|
||||
)
|
||||
{
|
||||
up = a_up;
|
||||
down = a_down;
|
||||
left = a_left;
|
||||
right = a_right;
|
||||
jump = a_jump;
|
||||
aux1 = a_aux1;
|
||||
sneak = a_sneak;
|
||||
pitch = a_pitch;
|
||||
yaw = a_yaw;
|
||||
}
|
||||
bool up;
|
||||
bool down;
|
||||
bool left;
|
||||
bool right;
|
||||
bool jump;
|
||||
bool aux1;
|
||||
bool sneak;
|
||||
float pitch;
|
||||
float yaw;
|
||||
};
|
||||
|
||||
class LocalPlayer : public Player
|
||||
{
|
||||
public:
|
||||
LocalPlayer(IGameDef *gamedef);
|
||||
virtual ~LocalPlayer();
|
||||
|
||||
bool isLocal() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
core::list<CollisionInfo> *collision_info);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
|
||||
void applyControl(float dtime);
|
||||
|
||||
v3s16 getStandingNodePos();
|
||||
|
||||
PlayerControl control;
|
||||
|
||||
private:
|
||||
// This is used for determining the sneaking range
|
||||
v3s16 m_sneak_node;
|
||||
// Whether the player is allowed to sneak
|
||||
bool m_sneak_node_exists;
|
||||
};
|
||||
#endif // !SERVER
|
||||
|
||||
/*
|
||||
Player on the server
|
||||
*/
|
||||
|
@ -3985,6 +3985,16 @@ static int l_get_password_hash(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// notify_authentication_modified(name)
|
||||
static int l_notify_authentication_modified(lua_State *L)
|
||||
{
|
||||
std::string name = "";
|
||||
if(lua_isstring(L, 1))
|
||||
name = lua_tostring(L, 1);
|
||||
get_server(L)->reportPrivsModified(name);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static const struct luaL_Reg minetest_f [] = {
|
||||
{"debug", l_debug},
|
||||
{"log", l_log},
|
||||
@ -4006,6 +4016,7 @@ static const struct luaL_Reg minetest_f [] = {
|
||||
{"sound_stop", l_sound_stop},
|
||||
{"is_singleplayer", l_is_singleplayer},
|
||||
{"get_password_hash", l_get_password_hash},
|
||||
{"notify_authentication_modified", l_notify_authentication_modified},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
|
@ -2194,13 +2194,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
||||
// Send node definitions
|
||||
SendNodeDef(m_con, peer_id, m_nodedef);
|
||||
|
||||
// Send texture announcement
|
||||
// Send media announcement
|
||||
sendMediaAnnouncement(peer_id);
|
||||
|
||||
// Send player info to all players
|
||||
//SendPlayerInfos();
|
||||
|
||||
// Send inventory to player
|
||||
// Send privileges
|
||||
SendPlayerPrivileges(peer_id);
|
||||
|
||||
// Send inventory
|
||||
UpdateCrafting(peer_id);
|
||||
SendInventory(peer_id);
|
||||
|
||||
@ -3544,6 +3544,28 @@ void Server::SendMovePlayer(u16 peer_id)
|
||||
m_con.Send(peer_id, 0, data, true);
|
||||
}
|
||||
|
||||
void Server::SendPlayerPrivileges(u16 peer_id)
|
||||
{
|
||||
Player *player = m_env->getPlayer(peer_id);
|
||||
assert(player);
|
||||
std::set<std::string> privs;
|
||||
scriptapi_get_auth(m_lua, player->getName(), NULL, &privs);
|
||||
|
||||
std::ostringstream os(std::ios_base::binary);
|
||||
writeU16(os, TOCLIENT_PRIVILEGES);
|
||||
writeU16(os, privs.size());
|
||||
for(std::set<std::string>::const_iterator i = privs.begin();
|
||||
i != privs.end(); i++){
|
||||
os<<serializeString(*i);
|
||||
}
|
||||
|
||||
// Make data buffer
|
||||
std::string s = os.str();
|
||||
SharedBuffer<u8> data((u8*)s.c_str(), s.size());
|
||||
// Send as reliable
|
||||
m_con.Send(peer_id, 0, data, true);
|
||||
}
|
||||
|
||||
s32 Server::playSound(const SimpleSoundSpec &spec,
|
||||
const ServerSoundParams ¶ms)
|
||||
{
|
||||
@ -4286,6 +4308,23 @@ bool Server::checkPriv(const std::string &name, const std::string &priv)
|
||||
return (privs.count(priv) != 0);
|
||||
}
|
||||
|
||||
void Server::reportPrivsModified(const std::string &name)
|
||||
{
|
||||
if(name == ""){
|
||||
for(core::map<u16, RemoteClient*>::Iterator
|
||||
i = m_clients.getIterator();
|
||||
i.atEnd() == false; i++){
|
||||
RemoteClient *client = i.getNode()->getValue();
|
||||
SendPlayerPrivileges(client->peer_id);
|
||||
}
|
||||
} else {
|
||||
Player *player = m_env->getPlayer(name.c_str());
|
||||
if(!player)
|
||||
return;
|
||||
SendPlayerPrivileges(player->peer_id);
|
||||
}
|
||||
}
|
||||
|
||||
// Saves g_settings to configpath given at initialization
|
||||
void Server::saveConfig()
|
||||
{
|
||||
|
@ -502,6 +502,7 @@ public:
|
||||
// Envlock + conlock
|
||||
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
|
||||
bool checkPriv(const std::string &name, const std::string &priv);
|
||||
void reportPrivsModified(const std::string &name=""); // ""=all
|
||||
|
||||
// Saves g_settings to configpath given at initialization
|
||||
void saveConfig();
|
||||
@ -592,11 +593,12 @@ private:
|
||||
*/
|
||||
|
||||
// Envlock and conlock should be locked when calling these
|
||||
void SendMovePlayer(u16 peer_id);
|
||||
void SendInventory(u16 peer_id);
|
||||
void SendChatMessage(u16 peer_id, const std::wstring &message);
|
||||
void BroadcastChatMessage(const std::wstring &message);
|
||||
void SendPlayerHP(u16 peer_id);
|
||||
void SendMovePlayer(u16 peer_id);
|
||||
void SendPlayerPrivileges(u16 peer_id);
|
||||
/*
|
||||
Send a node removal/addition event to all clients except ignore_id.
|
||||
Additionally, if far_players!=NULL, players further away than
|
||||
|
Loading…
Reference in New Issue
Block a user