From 52122c342d335a2561ace87c9d8deaa16a136604 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 31 Mar 2012 16:23:26 +0300 Subject: Add 'fly' and 'fast' privileges and the underlying privileges-to-client system --- src/player.cpp | 622 +-------------------------------------------------------- 1 file changed, 2 insertions(+), 620 deletions(-) (limited to 'src/player.cpp') 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 -#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 *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=("<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 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 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 (" - < (" - <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 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 */ -- cgit v1.2.3