mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 18:13:46 +01:00
582 lines
15 KiB
C++
582 lines
15 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 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 Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#include "localplayer.h"
|
|
|
|
#include "main.h" // For g_settings
|
|
#include "event.h"
|
|
#include "collision.h"
|
|
#include "gamedef.h"
|
|
#include "nodedef.h"
|
|
#include "settings.h"
|
|
#include "environment.h"
|
|
#include "map.h"
|
|
#include "util/numeric.h"
|
|
|
|
/*
|
|
LocalPlayer
|
|
*/
|
|
|
|
LocalPlayer::LocalPlayer(IGameDef *gamedef):
|
|
Player(gamedef),
|
|
parent(0),
|
|
isAttached(false),
|
|
overridePosition(v3f(0,0,0)),
|
|
last_position(v3f(0,0,0)),
|
|
last_speed(v3f(0,0,0)),
|
|
last_pitch(0),
|
|
last_yaw(0),
|
|
last_keyPressed(0),
|
|
hotbar_image(""),
|
|
hotbar_selected_image(""),
|
|
m_sneak_node(32767,32767,32767),
|
|
m_sneak_node_exists(false),
|
|
m_old_node_below(32767,32767,32767),
|
|
m_old_node_below_type("air"),
|
|
m_need_to_get_new_sneak_node(true),
|
|
m_can_jump(false)
|
|
{
|
|
// Initialize hp to 0, so that no hearts will be shown if server
|
|
// doesn't support health points
|
|
hp = 0;
|
|
}
|
|
|
|
LocalPlayer::~LocalPlayer()
|
|
{
|
|
}
|
|
|
|
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
|
|
std::list<CollisionInfo> *collision_info)
|
|
{
|
|
Map *map = &env->getMap();
|
|
INodeDefManager *nodemgr = m_gamedef->ndef();
|
|
|
|
v3f position = getPosition();
|
|
|
|
v3f old_speed = m_speed;
|
|
|
|
// Copy parent position if local player is attached
|
|
if(isAttached)
|
|
{
|
|
setPosition(overridePosition);
|
|
m_sneak_node_exists = false;
|
|
return;
|
|
}
|
|
|
|
// Skip collision detection if noclip mode is used
|
|
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
|
|
bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
|
|
g_settings->getBool("noclip");
|
|
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
|
|
if(free_move)
|
|
{
|
|
position += m_speed * dtime;
|
|
setPosition(position);
|
|
m_sneak_node_exists = false;
|
|
return;
|
|
}
|
|
|
|
/*
|
|
Collision detection
|
|
*/
|
|
|
|
/*
|
|
Check if player is in liquid (the oscillating value)
|
|
*/
|
|
try{
|
|
// If in liquid, the threshold of coming out is at higher y
|
|
if(in_liquid)
|
|
{
|
|
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
|
|
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
|
|
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
|
|
}
|
|
// If not in liquid, the threshold of going in is at lower y
|
|
else
|
|
{
|
|
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
|
|
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
|
|
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
|
|
}
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
in_liquid = false;
|
|
}
|
|
|
|
/*
|
|
Check if player is in liquid (the stable value)
|
|
*/
|
|
try{
|
|
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
|
|
in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
in_liquid_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);
|
|
|
|
// Maximum distance over border for sneaking
|
|
f32 sneak_max = BS*0.4;
|
|
|
|
/*
|
|
If sneaking, keep in range from the last walked node and don't
|
|
fall off from it
|
|
*/
|
|
if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
|
|
{
|
|
f32 maxd = 0.5*BS + sneak_max;
|
|
v3f lwn_f = intToFloat(m_sneak_node, BS);
|
|
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
|
|
position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
|
|
|
|
if(!is_climbing)
|
|
{
|
|
f32 min_y = lwn_f.Y + 0.5*BS;
|
|
if(position.Y < min_y)
|
|
{
|
|
position.Y = min_y;
|
|
|
|
if(m_speed.Y < 0)
|
|
m_speed.Y = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
|
|
|
|
v3f accel_f = v3f(0,0,0);
|
|
|
|
collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
|
|
pos_max_d, m_collisionbox, player_stepheight, dtime,
|
|
position, m_speed, accel_f);
|
|
|
|
/*
|
|
If the player's feet touch the topside of any node, this is
|
|
set to true.
|
|
|
|
Player is allowed to jump when this is true.
|
|
*/
|
|
bool touching_ground_was = touching_ground;
|
|
touching_ground = result.touching_ground;
|
|
|
|
//bool standing_on_unloaded = result.standing_on_unloaded;
|
|
|
|
/*
|
|
Check the nodes under the player to see from which node the
|
|
player is sneaking from, if any. If the node from under
|
|
the player has been removed, the player falls.
|
|
*/
|
|
v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
|
|
if(m_sneak_node_exists &&
|
|
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
|
|
m_old_node_below_type != "air")
|
|
{
|
|
// Old node appears to have been removed; that is,
|
|
// it wasn't air before but now it is
|
|
m_need_to_get_new_sneak_node = false;
|
|
m_sneak_node_exists = false;
|
|
}
|
|
else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
|
|
{
|
|
// We are on something, so make sure to recalculate the sneak
|
|
// node.
|
|
m_need_to_get_new_sneak_node = true;
|
|
}
|
|
if(m_need_to_get_new_sneak_node)
|
|
{
|
|
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
|
|
v2f player_p2df(position.X, position.Z);
|
|
f32 min_distance_f = 100000.0*BS;
|
|
// If already seeking from some node, compare to it.
|
|
/*if(m_sneak_node_exists)
|
|
{
|
|
v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
|
|
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
|
|
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
|
|
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
|
|
// Ignore if player is not on the same level (likely dropped)
|
|
if(d_vert_f < 0.15*BS)
|
|
min_distance_f = d_horiz_f;
|
|
}*/
|
|
v3s16 new_sneak_node = m_sneak_node;
|
|
for(s16 x=-1; x<=1; x++)
|
|
for(s16 z=-1; z<=1; z++)
|
|
{
|
|
v3s16 p = pos_i_bottom + v3s16(x,0,z);
|
|
v3f pf = intToFloat(p, BS);
|
|
v2f node_p2df(pf.X, pf.Z);
|
|
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
|
|
f32 max_axis_distance_f = MYMAX(
|
|
fabs(player_p2df.X-node_p2df.X),
|
|
fabs(player_p2df.Y-node_p2df.Y));
|
|
|
|
if(distance_f > min_distance_f ||
|
|
max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
|
|
continue;
|
|
|
|
try{
|
|
// The node to be sneaked on has to be walkable
|
|
if(nodemgr->get(map->getNode(p)).walkable == false)
|
|
continue;
|
|
// And the node above it has to be nonwalkable
|
|
if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
|
|
continue;
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
min_distance_f = distance_f;
|
|
new_sneak_node = p;
|
|
}
|
|
|
|
bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
|
|
|
|
m_sneak_node = new_sneak_node;
|
|
m_sneak_node_exists = sneak_node_found;
|
|
|
|
/*
|
|
If sneaking, the player's collision box can be in air, so
|
|
this has to be set explicitly
|
|
*/
|
|
if(sneak_node_found && control.sneak)
|
|
touching_ground = true;
|
|
}
|
|
|
|
/*
|
|
Set new position
|
|
*/
|
|
setPosition(position);
|
|
|
|
/*
|
|
Report collisions
|
|
*/
|
|
bool bouncy_jump = false;
|
|
// Dont report if flying
|
|
if(collision_info && !(g_settings->getBool("free_move") && fly_allowed))
|
|
{
|
|
for(size_t i=0; i<result.collisions.size(); i++){
|
|
const CollisionInfo &info = result.collisions[i];
|
|
collision_info->push_back(info);
|
|
if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
|
|
info.bouncy)
|
|
bouncy_jump = true;
|
|
}
|
|
}
|
|
|
|
if(bouncy_jump && control.jump){
|
|
m_speed.Y += movement_speed_jump*BS;
|
|
touching_ground = false;
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
|
m_gamedef->event()->put(e);
|
|
}
|
|
|
|
if(!touching_ground_was && touching_ground){
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
|
|
m_gamedef->event()->put(e);
|
|
|
|
// Set camera impact value to be used for view bobbing
|
|
camera_impact = getSpeed().Y * -1;
|
|
}
|
|
|
|
{
|
|
camera_barely_in_ceiling = false;
|
|
v3s16 camera_np = floatToInt(getEyePosition(), BS);
|
|
MapNode n = map->getNodeNoEx(camera_np);
|
|
if(n.getContent() != CONTENT_IGNORE){
|
|
if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
|
|
camera_barely_in_ceiling = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Update the node last under the player
|
|
*/
|
|
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
|
|
m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
|
|
|
|
/*
|
|
Check properties of the node on which the player is standing
|
|
*/
|
|
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
|
// Determine if jumping is possible
|
|
m_can_jump = touching_ground && !in_liquid;
|
|
if(itemgroup_get(f.groups, "disable_jump"))
|
|
m_can_jump = false;
|
|
}
|
|
|
|
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
|
|
{
|
|
move(dtime, env, pos_max_d, NULL);
|
|
}
|
|
|
|
void LocalPlayer::applyControl(float dtime)
|
|
{
|
|
// Clear stuff
|
|
swimming_vertical = false;
|
|
|
|
setPitch(control.pitch);
|
|
setYaw(control.yaw);
|
|
|
|
// Nullify speed and don't run positioning code if the player is attached
|
|
if(isAttached)
|
|
{
|
|
setSpeed(v3f(0,0,0));
|
|
return;
|
|
}
|
|
|
|
v3f move_direction = v3f(0,0,1);
|
|
move_direction.rotateXZBy(getYaw());
|
|
|
|
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
|
|
v3f speedV = v3f(0,0,0); // Vertical (Y)
|
|
|
|
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
|
|
bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
|
|
|
|
bool free_move = fly_allowed && g_settings->getBool("free_move");
|
|
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
|
|
// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
|
|
bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
|
|
bool continuous_forward = g_settings->getBool("continuous_forward");
|
|
|
|
// Whether superspeed mode is used or not
|
|
bool superspeed = false;
|
|
|
|
if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
|
|
superspeed = true;
|
|
|
|
// Old descend control
|
|
if(g_settings->getBool("aux1_descends"))
|
|
{
|
|
// If free movement and fast movement, always move fast
|
|
if(free_move && fast_move)
|
|
superspeed = true;
|
|
|
|
// Auxiliary button 1 (E)
|
|
if(control.aux1)
|
|
{
|
|
if(free_move)
|
|
{
|
|
// In free movement mode, aux1 descends
|
|
if(fast_move)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
else
|
|
{
|
|
// If not free movement but fast is allowed, aux1 is
|
|
// "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
}
|
|
// New minecraft-like descend control
|
|
else
|
|
{
|
|
// Auxiliary button 1 (E)
|
|
if(control.aux1)
|
|
{
|
|
if(!is_climbing)
|
|
{
|
|
// aux1 is "Turbo button"
|
|
if(fast_move)
|
|
superspeed = true;
|
|
}
|
|
}
|
|
|
|
if(control.sneak)
|
|
{
|
|
if(free_move)
|
|
{
|
|
// In free movement mode, sneak descends
|
|
if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
}
|
|
else if(in_liquid || in_liquid_stable)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = -movement_speed_fast;
|
|
else
|
|
speedV.Y = -movement_speed_climb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(continuous_forward)
|
|
speedH += move_direction;
|
|
|
|
if(control.up)
|
|
{
|
|
if(continuous_forward)
|
|
superspeed = true;
|
|
else
|
|
speedH += move_direction;
|
|
}
|
|
if(control.down)
|
|
{
|
|
speedH -= move_direction;
|
|
}
|
|
if(control.left)
|
|
{
|
|
speedH += move_direction.crossProduct(v3f(0,1,0));
|
|
}
|
|
if(control.right)
|
|
{
|
|
speedH += move_direction.crossProduct(v3f(0,-1,0));
|
|
}
|
|
if(control.jump)
|
|
{
|
|
if(free_move)
|
|
{
|
|
if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
|
|
{
|
|
if(fast_move)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
} else {
|
|
if(fast_move && control.aux1)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
}
|
|
}
|
|
else if(m_can_jump)
|
|
{
|
|
/*
|
|
NOTE: The d value in move() affects jump height by
|
|
raising the height at which the jump speed is kept
|
|
at its starting value
|
|
*/
|
|
v3f speedJ = getSpeed();
|
|
if(speedJ.Y >= -0.5 * BS)
|
|
{
|
|
speedJ.Y = movement_speed_jump * physics_override_jump;
|
|
setSpeed(speedJ);
|
|
|
|
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
|
m_gamedef->event()->put(e);
|
|
}
|
|
}
|
|
else if(in_liquid)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_walk;
|
|
swimming_vertical = true;
|
|
}
|
|
else if(is_climbing)
|
|
{
|
|
if(fast_climb)
|
|
speedV.Y = movement_speed_fast;
|
|
else
|
|
speedV.Y = movement_speed_climb;
|
|
}
|
|
}
|
|
|
|
// The speed of the player (Y is ignored)
|
|
if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
speedH = speedH.normalize() * movement_speed_fast;
|
|
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
|
|
speedH = speedH.normalize() * movement_speed_crouch;
|
|
else
|
|
speedH = speedH.normalize() * movement_speed_walk;
|
|
|
|
// Acceleration increase
|
|
f32 incH = 0; // Horizontal (X, Z)
|
|
f32 incV = 0; // Vertical (Y)
|
|
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
|
|
{
|
|
// Jumping and falling
|
|
if(superspeed || (fast_move && control.aux1))
|
|
incH = movement_acceleration_fast * BS * dtime;
|
|
else
|
|
incH = movement_acceleration_air * BS * dtime;
|
|
incV = 0; // No vertical acceleration in air
|
|
}
|
|
else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
|
|
incH = incV = movement_acceleration_fast * BS * dtime;
|
|
else
|
|
incH = incV = movement_acceleration_default * BS * dtime;
|
|
|
|
// Accelerate to target speed with maximum increment
|
|
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
|
|
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
|
|
}
|
|
|
|
v3s16 LocalPlayer::getStandingNodePos()
|
|
{
|
|
if(m_sneak_node_exists)
|
|
return m_sneak_node;
|
|
return floatToInt(getPosition(), BS);
|
|
}
|
|
|