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852 lines
21 KiB
C++
852 lines
21 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 "player.h"
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#include "map.h"
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#include "connection.h"
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#include "constants.h"
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#include "utility.h"
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// Convert a privileges value into a human-readable string,
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// with each component separated by a comma.
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std::wstring privsToString(u64 privs)
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{
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std::wostringstream os(std::ios_base::binary);
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if(privs & PRIV_BUILD)
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os<<L"build,";
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if(privs & PRIV_TELEPORT)
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os<<L"teleport,";
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if(privs & PRIV_SETTIME)
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os<<L"settime,";
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if(privs & PRIV_PRIVS)
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os<<L"privs,";
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if(privs & PRIV_SHOUT)
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os<<L"shout,";
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if(os.tellp())
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{
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// Drop the trailing comma. (Why on earth can't
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// you truncate a C++ stream anyway???)
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std::wstring tmp = os.str();
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return tmp.substr(0, tmp.length() -1);
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}
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return os.str();
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}
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// Converts a comma-seperated list of privilege values into a
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// privileges value. The reverse of privsToString(). Returns
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// PRIV_INVALID if there is anything wrong with the input.
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u64 stringToPrivs(std::wstring str)
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{
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u64 privs=0;
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std::vector<std::wstring> pr;
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pr=str_split(str, ',');
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for(std::vector<std::wstring>::iterator i = pr.begin();
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i != pr.end(); ++i)
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{
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if(*i == L"build")
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privs |= PRIV_BUILD;
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else if(*i == L"teleport")
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privs |= PRIV_TELEPORT;
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else if(*i == L"settime")
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privs |= PRIV_SETTIME;
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else if(*i == L"privs")
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privs |= PRIV_PRIVS;
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else if(*i == L"shout")
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privs |= PRIV_SHOUT;
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else
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return PRIV_INVALID;
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}
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return privs;
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}
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Player::Player():
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touching_ground(false),
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in_water(false),
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in_water_stable(false),
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swimming_up(false),
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craftresult_is_preview(true),
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hp(20),
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privs(PRIV_DEFAULT),
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peer_id(PEER_ID_INEXISTENT),
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m_pitch(0),
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m_yaw(0),
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m_speed(0,0,0),
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m_position(0,0,0)
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{
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updateName("<not set>");
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updatePassword("");
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resetInventory();
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}
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Player::~Player()
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{
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}
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void Player::resetInventory()
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{
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inventory.clear();
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inventory.addList("main", PLAYER_INVENTORY_SIZE);
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inventory.addList("craft", 9);
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inventory.addList("craftresult", 1);
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}
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// Y direction is ignored
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void Player::accelerate(v3f target_speed, f32 max_increase)
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{
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v3f d_wanted = target_speed - m_speed;
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d_wanted.Y = 0;
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f32 dl_wanted = d_wanted.getLength();
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f32 dl = dl_wanted;
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if(dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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//m_speed += d;
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#if 0 // old code
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if(m_speed.X < target_speed.X - max_increase)
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m_speed.X += max_increase;
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else if(m_speed.X > target_speed.X + max_increase)
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m_speed.X -= max_increase;
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else if(m_speed.X < target_speed.X)
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m_speed.X = target_speed.X;
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else if(m_speed.X > target_speed.X)
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m_speed.X = target_speed.X;
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if(m_speed.Z < target_speed.Z - max_increase)
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m_speed.Z += max_increase;
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else if(m_speed.Z > target_speed.Z + max_increase)
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m_speed.Z -= max_increase;
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else if(m_speed.Z < target_speed.Z)
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m_speed.Z = target_speed.Z;
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else if(m_speed.Z > target_speed.Z)
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m_speed.Z = target_speed.Z;
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#endif
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}
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void Player::serialize(std::ostream &os)
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{
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// Utilize a Settings object for storing values
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Settings args;
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args.setS32("version", 1);
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args.set("name", m_name);
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args.set("password", m_password);
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args.setFloat("pitch", m_pitch);
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args.setFloat("yaw", m_yaw);
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args.setV3F("position", m_position);
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args.setBool("craftresult_is_preview", craftresult_is_preview);
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args.setS32("hp", hp);
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args.setU64("privs", privs);
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args.writeLines(os);
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os<<"PlayerArgsEnd\n";
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inventory.serialize(os);
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}
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void Player::deSerialize(std::istream &is)
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{
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Settings args;
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for(;;)
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{
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if(is.eof())
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throw SerializationError
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("Player::deSerialize(): PlayerArgsEnd not found");
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std::string line;
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std::getline(is, line);
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std::string trimmedline = trim(line);
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if(trimmedline == "PlayerArgsEnd")
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break;
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args.parseConfigLine(line);
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}
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//args.getS32("version");
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std::string name = args.get("name");
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updateName(name.c_str());
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std::string password = "";
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if(args.exists("password"))
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password = args.get("password");
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updatePassword(password.c_str());
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m_pitch = args.getFloat("pitch");
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m_yaw = args.getFloat("yaw");
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m_position = args.getV3F("position");
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try{
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craftresult_is_preview = args.getBool("craftresult_is_preview");
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}catch(SettingNotFoundException &e){
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craftresult_is_preview = true;
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}
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try{
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hp = args.getS32("hp");
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}catch(SettingNotFoundException &e){
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hp = 20;
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}
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try{
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std::string sprivs = args.get("privs");
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if(sprivs == "all")
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{
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privs = PRIV_ALL;
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}
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else
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{
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std::istringstream ss(sprivs);
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ss>>privs;
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}
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}catch(SettingNotFoundException &e){
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privs = PRIV_DEFAULT;
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}
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inventory.deSerialize(is);
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}
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/*
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RemotePlayer
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*/
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#ifndef SERVER
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RemotePlayer::RemotePlayer(
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scene::ISceneNode* parent,
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IrrlichtDevice *device,
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s32 id):
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scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
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m_text(NULL)
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{
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m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
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if(parent != NULL && device != NULL)
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{
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// ISceneNode stores a member called SceneManager
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scene::ISceneManager* mgr = SceneManager;
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video::IVideoDriver* driver = mgr->getVideoDriver();
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gui::IGUIEnvironment* gui = device->getGUIEnvironment();
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// Add a text node for showing the name
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wchar_t wname[1] = {0};
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m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
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wname, video::SColor(255,255,255,255), this);
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m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
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// Attach a simple mesh to the player for showing an image
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scene::SMesh *mesh = new scene::SMesh();
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
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video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
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video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
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video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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m_node = mgr->addMeshSceneNode(mesh, this);
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mesh->drop();
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m_node->setPosition(v3f(0,0,0));
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}
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}
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RemotePlayer::~RemotePlayer()
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{
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if(SceneManager != NULL)
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ISceneNode::remove();
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}
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void RemotePlayer::updateName(const char *name)
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{
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Player::updateName(name);
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if(m_text != NULL)
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{
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wchar_t wname[PLAYERNAME_SIZE];
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mbstowcs(wname, m_name, strlen(m_name)+1);
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m_text->setText(wname);
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}
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}
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void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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m_pos_animation_time_counter += dtime;
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m_pos_animation_counter += dtime;
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v3f movevector = m_position - m_oldpos;
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f32 moveratio;
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if(m_pos_animation_time < 0.001)
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moveratio = 1.0;
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else
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moveratio = m_pos_animation_counter / m_pos_animation_time;
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if(moveratio > 1.5)
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moveratio = 1.5;
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m_showpos = m_oldpos + movevector * moveratio;
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ISceneNode::setPosition(m_showpos);
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}
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#endif
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#ifndef SERVER
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/*
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer():
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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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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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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 free_move = 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 = content_liquid(map.getNode(pp).d);
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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 = content_liquid(map.getNode(pp).d);
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}
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}
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catch(InvalidPositionException &e)
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{
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in_water = false;
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}
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/*
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Check if player is in water (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_water_stable = content_liquid(map.getNode(pp).d);
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}
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catch(InvalidPositionException &e)
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{
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in_water_stable = 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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float player_radius = BS*0.35;
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float player_height = BS*1.7;
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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, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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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)
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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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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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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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);
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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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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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|
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
|
|
{
|
|
try{
|
|
// Player collides into walkable nodes
|
|
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
|
|
continue;
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
// Doing nothing here will block the player from
|
|
// walking over map borders
|
|
}
|
|
|
|
core::aabbox3d<f32> nodebox = 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 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(content_walkable(map.getNode(p).d) == false)
|
|
continue;
|
|
// And the node above it has to be nonwalkable
|
|
if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == 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);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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 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)
|
|
{
|
|
v3f speed = getSpeed();
|
|
/*
|
|
NOTE: The d value in move() affects jump height by
|
|
raising the height at which the jump speed is kept
|
|
at its starting value
|
|
*/
|
|
speed.Y = 6.5*BS;
|
|
setSpeed(speed);
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
#endif
|
|
|