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authorPerttu Ahola <celeron55@gmail.com>2012-03-31 16:23:26 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-03-31 16:25:02 +0300
commit52122c342d335a2561ace87c9d8deaa16a136604 (patch)
tree33ed625674d82c505b347adf26307748c85c8cfc /src/player.cpp
parent96ee73f79018c8aae22a392af6f66f9a05cb0174 (diff)
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Add 'fly' and 'fast' privileges and the underlying privileges-to-client system
Diffstat (limited to 'src/player.cpp')
-rw-r--r--src/player.cpp622
1 files changed, 2 insertions, 620 deletions
diff --git a/src/player.cpp b/src/player.cpp
index 6e8b8c1d4..e7824afbc 100644
--- a/src/player.cpp
+++ b/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
*/