aboutsummaryrefslogtreecommitdiff
path: root/src/client/localplayer.cpp
blob: 2d4f7305a6d4b7fdd5974d2ff606db07768c8806 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
4
Minetest
Copyright (C) 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.
*/

#pragma once

#include <utility>
#include <stack>
#include <unordered_set>

#include "irrlichttypes_extrabloated.h"
#include "inventorymanager.h"
#include "modalMenu.h"
#include "guiInventoryList.h"
#include "guiScrollBar.h"
#include "guiTable.h"
#include "network/networkprotocol.h"
#include "client/joystick_controller.h"
#include "util/string.h"
#include "util/enriched_string.h"
#include "StyleSpec.h"

class InventoryManager;
class ISimpleTextureSource;
class Client;
class GUIScrollContainer;
class ISoundManager;

enum FormspecFieldType {
	f_Button,
	f_Table,
	f_TabHeader,
	f_CheckBox,
	f_DropDown,
	f_ScrollBar,
	f_Box,
	f_ItemImage,
	f_HyperText,
	f_AnimatedImage,
	f_Unknown
};

enum FormspecQuitMode {
	quit_mode_no,
	quit_mode_accept,
	quit_mode_cancel
};

struct TextDest
{
	virtual ~TextDest() = default;

	// This is deprecated I guess? -celeron55
	virtual void gotText(const std::wstring &text) {}
	virtual void gotText(const StringMap &fields) = 0;

	std::string m_formname;
};

class IFormSource
{
public:
	virtual ~IFormSource() = default;
	virtual const std::string &getForm() const = 0;
	// Fill in variables in field text
	virtual std::string resolveText(const std::string &str) { return str; }
};

class GUIFormSpecMenu : public GUIModalMenu
{
	struct ListRingSpec
	{
		ListRingSpec() = default;

		ListRingSpec(const InventoryLocation &a_inventoryloc,
				const std::string &a_listname):
			inventoryloc(a_inventoryloc),
			listname(a_listname)
		{
		}

		InventoryLocation inventoryloc;
		std::string listname;
	};

	struct FieldSpec
	{
		FieldSpec() = default;

		FieldSpec(const std::string &name, const std::wstring &label,
				const std::wstring &default_text, s32 id, int priority = 0,
				gui::ECURSOR_ICON cursor_icon = ECI_NORMAL) :
			fname(name),
			flabel(label),
			fdefault(unescape_enriched(translate_string(default_text))),
			fid(id),
			send(false),
			ftype(f_Unknown),
			is_exit(false),
			priority(priority),
			fcursor_icon(cursor_icon)
		{
		}

		std::string fname;
		std::wstring flabel;
		std::wstring fdefault;
		s32 fid;
		bool send;
		FormspecFieldType ftype;
		bool is_exit;
		// Draw priority for formspec version < 3
		int priority;
		core::rect<s32> rect;
		gui::ECURSOR_ICON fcursor_icon;
		std::string sound;
	};

	struct TooltipSpec
	{
		TooltipSpec() = default;
		TooltipSpec(const std::wstring &a_tooltip, irr::video::SColor a_bgcolor,
				irr::video::SColor a_color):
			tooltip(translate_string(a_tooltip)),
			bgcolor(a_bgcolor),
			color(a_color)
		{
		}

		std::wstring tooltip;
		irr::video::SColor bgcolor;
		irr::video::SColor color;
	};

public:
	GUIFormSpecMenu(JoystickController *joystick,
			gui::IGUIElement* parent, s32 id,
			IMenuManager *menumgr,
			Client *client,
			ISimpleTextureSource *tsrc,
			ISoundManager *sound_manager,
			IFormSource* fs_src,
			TextDest* txt_dst,
			const std::string &formspecPrepend,
			bool remap_dbl_click = true);

	~GUIFormSpecMenu();

	static void create(GUIFormSpecMenu *&cur_formspec, Client *client,
		JoystickController *joystick, IFormSource *fs_src, TextDest *txt_dest,
		const std::string &formspecPrepend, ISoundManager *sound_manager);

	void setFormSpec(const std::string &formspec_string,
			const InventoryLocation &current_inventory_location)
	{
		m_formspec_string = formspec_string;
		m_current_inventory_location = current_inventory_location;
		m_is_form_regenerated = false;
		regenerateGui(m_screensize_old);
	}

	const InventoryLocation &getFormspecLocation()
	{
		return m_current_inventory_location;
	}

	void setFormspecPrepend(const std::string &formspecPrepend)
	{
		m_formspec_prepend = formspecPrepend;
	}

	// form_src is deleted by this GUIFormSpecMenu
	void setFormSource(IFormSource *form_src)
	{
		delete m_form_src;
		m_form_src = form_src;
	}

	// text_dst is deleted by this GUIFormSpecMenu
	void setTextDest(TextDest *text_dst)
	{
		delete m_text_dst;
		m_text_dst = text_dst;
	}

	void allowClose(bool value)
	{
		m_allowclose = value;
	}

	void lockSize(bool lock,v2u32 basescreensize=v2u32(0,0))
	{
		m_lock = lock;
		m_lockscreensize = basescreensize;
	}

	void removeChildren();
	void setInitialFocus();

	void setFocus(const std::string &elementname)
	{
		m_focused_element = elementname;
	}

	Client *getClient() const
	{
		return m_client;
	}

	const GUIInventoryList::ItemSpec *getSelectedItem() const
	{
		return m_selected_item;
	}

	const u16 getSelectedAmount() const
	{
		return m_selected_amount;
	}

	bool doTooltipAppendItemname() const
	{
		return m_tooltip_append_itemname;
	}

	void addHoveredItemTooltip(const std::string &name)
	{
		m_hovered_item_tooltips.emplace_back(name);
	}

	/*
		Remove and re-add (or reposition) stuff
	*/
	void regenerateGui(v2u32 screensize);

	GUIInventoryList::ItemSpec getItemAtPos(v2s32 p) const;
	void drawSelectedItem();
	void drawMenu();
	void updateSelectedItem();
	ItemStack verifySelectedItem();

	void acceptInput(FormspecQuitMode quitmode=quit_mode_no);
	bool preprocessEvent(const SEvent& event);
	bool OnEvent(const SEvent& event);
	bool doPause;
	bool pausesGame() { return doPause; }

	GUITable* getTable(const std::string &tablename);
	std::vector<std::string>* getDropDownValues(const std::string &name);

#ifdef __ANDROID__
	bool getAndroidUIInput();
#endif

protected:
	v2s32 getBasePos() const
	{
			return padding + offset + AbsoluteRect.UpperLeftCorner;
	}
	std::wstring getLabelByID(s32 id);
	std::string getNameByID(s32 id);
	const FieldSpec *getSpecByID(s32 id);
	v2s32 getElementBasePos(const std::vector<std::string> *v_pos);
	v2s32 getRealCoordinateBasePos(const std::vector<std::string> &v_pos);
	v2s32 getRealCoordinateGeometry(const std::vector<std::string> &v_geom);

	std::unordered_map<std::string, std::vector<StyleSpec>> theme_by_type;
	std::unordered_map<std::string, std::vector<StyleSpec>> theme_by_name;
	std::unordered_set<std::string> property_warned;

	StyleSpec getDefaultStyleForElement(const std::string &type,
			const std::string &name="", const std::string &parent_type="");
	std::array<StyleSpec
	b_max = aabb3f(it->MinEdge, it->MaxEdge);

	++it;
	for (; it != nodeboxes.end(); ++it)
		b_max.addInternalBox(*it);

	return b_max;
}

bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
	const v3f &sneak_max)
{
	static const v3s16 dir9_center[9] = {
		v3s16( 0, 0std::string m_formspec_string;
	std::string m_formspec_prepend;
	InventoryLocation m_current_inventory_location;

	// Default true because we can't control regeneration on resizing, but
	// we can control cases when the formspec is shown intentionally.
	bool m_is_form_regenerated = true;

	std::vector<GUIInventoryList *> m_inventorylists;
	std::vector<ListRingSpec> m_inventory_rings;
	std::vector<gui::IGUIElement *> m_backgrounds;
	std::unordered_map<std::string, bool> field_close_on_enter;
	std::unordered_map<std::string, bool> m_dropdown_index_event;
	std::vector<FieldSpec> m_fields;
	std::vector<std::pair<FieldSpec, GUITable *>> m_tables;
	std::vector<std::pair<FieldSpec, gui::IGUICheckBox *>> m_checkboxes;
	std::map<std::string, TooltipSpec> m_tooltips;
	std::vector<std::pair<gui::IGUIElement *, TooltipSpec>> m_tooltip_rects;
	std::vector<std::pair<FieldSpec, GUIScrollBar *>> m_scrollbars;
	std::vector<std::pair<FieldSpec, std::vector<std::string>>> m_dropdowns;
	std::vector<gui::IGUIElement *> m_clickthrough_elements;
	std::vector<std::pair<std::string, GUIScrollContainer *>> m_scroll_containers;

	GUIInventoryList::ItemSpec *m_selected_item = nullptr;
	u16 m_selected_amount = 0;
	bool m_selected_dragging = false;
	ItemStack m_selected_swap;

	gui::IGUIStaticText *m_tooltip_element = nullptr;

	u64 m_tooltip_show_delay;
	bool m_tooltip_append_itemname;
	u64 m_hovered_time = 0;
	s32 m_old_tooltip_id = -1;

	bool m_auto_place = false;

	bool m_allowclose = true;
	bool m_lock = false;
	v2u32 m_lockscreensize;

	bool m_bgnonfullscreen;
	bool m_bgfullscreen;
	video::SColor m_bgcolor;
	video::SColor m_fullscreen_bgcolor;
	video::SColor m_default_tooltip_bgcolor;
	video::SColor m_default_tooltip_color;

private:
	IFormSource        *m_form_src;
	TextDest           *m_text_dst;
	std::string         m_last_formname;
	u16                 m_formspec_version = 1;
	std::string         m_focused_element = "";
	JoystickController *m_joystick;
	bool m_show_debug = false;

	struct parserData {
		bool explicit_size;
		bool real_coordinates;
		u8 simple_field_count;
		v2f invsize;
		v2s32 size;
		v2f32 offset;
		v2f32 anchor;
		core::rect<s32> rect;
		v2s32 basepos;
		v2u32 screensize;
		GUITable::TableOptions table_options;
		GUITable::TableColumns table_columns;
		gui::IGUIElement *current_parent = nullptr;

		GUIInventoryList::Options inventorylist_options;

		struct {
			s32 max = 1000;
			s32 min = 0;
			s32 small_step = 10;
			s32 large_step = 100;
			s32 thumb_size = 1;
			GUIScrollBar::ArrowVisibility arrow_visiblity = GUIScrollBar::DEFAULT;
		} scrollbar_options;

		// used to restore table selection/scroll/treeview state
		std::unordered_map<std::string, GUITable::DynamicData> table_dyndata;
	};

	struct fs_key_pending {
		bool key_up;
		bool key_down;
		bool key_enter;
		bool key_escape;
	};

	fs_key_pending current_keys_pending;
	std::string current_field_enter_pending = "";
	std::vector<std::string> m_hovered_item_tooltips;

	void parseElement(parserData* data, const std::string &element);

	void parseSize(parserData* data, const std::string &element);
	void parseContainer(parserData* data, const std::string &element);
	void parseContainerEnd(parserData* data);
	void parseScrollContainer(parserData *data, const std::string &element);
	void parseScrollContainerEnd(parserData *data);
	void parseList(parserData* data, const std::string &element);
	void parseListRing(parserData* data, const std::string &element);
	void parseCheckbox(parserData* data, const std::string &element);
	void parseImage(parserData* data, const std::string &element);
	void parseAnimatedImage(parserData *data, const std::string &element);
	void parseItemImage(parserData* data, const std::string &element);
	void parseButton(parserData* data, const std::string &element,
			const std::string &typ);
	void parseBackground(parserData* data, const std::string &element);
	void parseTableOptions(parserData* data, const std::string &element);
	void parseTableColumns(parserData* data, const std::string &element);
	void parseTable(parserData* data, const std::string &element);
	void parseTextList(parserData* data, const std::string &element);
	void parseDropDown(parserData* data, const std::string &element);
	void parseFieldCloseOnEnter(parserData *data, const std::string &element);
	void parsePwdField(parserData* data, const std::string &element);
	void parseField(parserData* data, const std::string &element, const std::string &type);
	void createTextField(parserData *data, FieldSpec &spec,
		core::rect<s32> &rect, bool is_multiline);
	void parseSimpleField(parserData* data,std::vector<std::string> &parts);
	void parseTextArea(parserData* data,std::vector<std::string>& parts,
			const std::string &type);
	void parseHyperText(parserData *data, const std::string &element);
	void parseLabel(parserData* data, const std::string &element);
	void parseVertLabel(parserData* data, const std::string &element);
	void parseImageButton(parserData* data, const std::string &element,
			const std::string &type);
	void parseItemImageButton(parserData* data, const std::string &element);
	void parseTabHeader(parserData* data, const std::string &element);
	void parseBox(parserData* data, const std::string &element);
	void parseBackgroundColor(parserData* data, const std::string &element);
	void parseListColors(parserData* data, const std::string &element);
	void parseTooltip(parserData* data, const std::string &element);
	bool parseVersionDirect
	pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
	v3s16 pp2 = floatToInt
	void parseScrollBar(parserData* data, const std::string &element);
	void parseScrollBarOptions(parserData *data, const std::string &element);
	bool parsePositionDirect(parserData *data, const std::string &element);
	void parsePosition(parserData *data, const std::string &element);
	bool parseAnchorDirect(parserData *data, const std::string &element);
	void parseAnchor(parserData *data, const std::string &element);
	bool parseStyle(parserData *data, const std::string &element, bool style_type);
	void parseSetFocus(const std::string &element);
	void parseModel(parserData *data, const std::string &element);

	void tryClose();

	void showTooltip(const std::wstring &text, const irr::video::SColor &color,
		const irr::video::SColor &bgcolor);

	/**
	 * In formspec version < 2 the elements were not ordered properly. Some element
	 * types were drawn before others.
	 * This function sorts the elements in the old order for backwards compatibility.
	 */
	void legacySortElements(core::list<IGUIElement *>::Iterator from);

	int m_btn_height;
	gui::IGUIFont *m_font = nullptr;
};

class FormspecFormSource: public IFormSource
{
public:
	FormspecFormSource(const std::string &formspec):
		m_formspec(formspec)
	{
	}

	~FormspecFormSource() = default;

	void setForm(const std::string &formspec)
	{
		m_formspec = formspec;
	}

	const std::string &getForm() const
	{
		return m_formspec;
	}

	std::string m_formspec;
};
opt">= colinfo.node_p; distance = len; is_first = false; } } } /* 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 sneak_can_jump = false; // Max. distance (X, Z) over border for sneaking determined by collision box // * 0.49 to keep the center just barely on the node v3f sneak_max = m_collisionbox.getExtent() * 0.49; if (m_sneak_ladder_detected) { // restore legacy behaviour (this makes the m_speed.Y hack necessary) sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS); } /* If sneaking, keep on top of last walked node and don't fall off */ if (could_sneak && m_sneak_node_exists) { const v3f sn_f = intToFloat(m_sneak_node, BS); const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge; const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge; const v3f old_pos = position; const v3f old_speed = m_speed; f32 y_diff = bmax.Y - position.Y; m_standing_node = m_sneak_node; // (BS * 0.6f) is the basic stepheight while standing on ground if (y_diff < BS * 0.6f) { // Only center player when they're on the node position.X = rangelim(position.X, bmin.X - sneak_max.X, bmax.X + sneak_max.X); position.Z = rangelim(position.Z, bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z); if (position.X != old_pos.X) m_speed.X = 0.0f; if (position.Z != old_pos.Z) m_speed.Z = 0.0f; } if (y_diff > 0 && m_speed.Y <= 0.0f && (physics_override_sneak_glitch || y_diff < BS * 0.6f)) { // Move player to the maximal height when falling or when // the ledge is climbed on the next step. // Smoothen the movement (based on 'position.Y = bmax.Y') position.Y += y_diff * dtime * 22.0f + BS * 0.01f; position.Y = std::min(position.Y, bmax.Y); m_speed.Y = 0.0f; } // Allow jumping on node edges while sneaking if (m_speed.Y == 0.0f || m_sneak_ladder_detected) sneak_can_jump = true; if (collision_info && m_speed.Y - old_speed.Y > BS) { // Collide with sneak node, report fall damage CollisionInfo sn_info; sn_info.node_p = m_sneak_node; sn_info.old_speed = old_speed; sn_info.new_speed = m_speed; collision_info->push_back(sn_info); } } /* Find the next sneak node if necessary */ bool new_sneak_node_exists = false; if (could_sneak) new_sneak_node_exists = updateSneakNode(map, position, sneak_max); /* Set new position but keep sneak node set */ setPosition(position); m_sneak_node_exists = new_sneak_node_exists; /* Report collisions */ if (!result.standing_on_object && !touching_ground_was && touching_ground) { m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // 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->getNode(camera_np); if (n.getContent() != CONTENT_IGNORE) { if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2) camera_barely_in_ceiling = true; } } /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node)); const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0))); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump") || itemgroup_get(f1.groups, "disable_jump"); m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5f * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1.0f) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f)); } else { m_speed.Y += jumpspeed; } setSpeed(m_speed); m_can_jump = false; } // Autojump handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d); } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d) { move(dtime, env, pos_max_d, NULL); } void LocalPlayer::applyControl(float dtime, Environment *env) { // Clear stuff swimming_vertical = false; swimming_pitch = false; setPitch(control.pitch); setYaw(control.yaw); // Nullify speed and don't run positioning code if the player is attached if (getParent()) { setSpeed(v3f(0.0f)); return; } PlayerSettings &player_settings = getPlayerSettings(); // All vectors are relative to the player's yaw, // (and pitch if pitch move mode enabled), // and will be rotated at the end v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y) bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool fast_allowed = m_client->checkLocalPrivilege("fast"); bool free_move = fly_allowed && player_settings.free_move; bool fast_move = fast_allowed && player_settings.fast_move; bool pitch_move = (free_move || in_liquid) && player_settings.pitch_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 && !player_settings.aux1_descends; bool always_fly_fast = player_settings.always_fly_fast; // Whether superspeed mode is used or not bool superspeed = false; if (always_fly_fast && free_move && fast_move) superspeed = true; // Old descend control if (player_settings.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; } } } else { // New minecraft-like descend control // 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 || 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; } } } speedH = v3f(sin(control.movement_direction), 0.0f, cos(control.movement_direction)); if (m_autojump) { // release autojump after a given time m_autojump_time -= dtime; if (m_autojump_time <= 0.0f) m_autojump = false; } if (control.jump) { if (free_move) { if (player_settings.aux1_descends || 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 >= -0.5f * BS) { speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP)); } } else if (in_liquid && !m_disable_jump) { if (fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; swimming_vertical = true; } else if (is_climbing && !m_disable_jump) { 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; speedH *= control.movement_speed; /* Apply analog input */ // Acceleration increase f32 incH = 0.0f; // Horizontal (X, Z) f32 incV = 0.0f; // 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 = 0.0f; // 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; } float slip_factor = 1.0f; if (!free_move && !in_liquid && !in_liquid_stable) slip_factor = getSlipFactor(env, speedH); // Don't sink when swimming in pitch mode if (pitch_move && in_liquid) { v3f controlSpeed = speedH + speedV; if (controlSpeed.getLength() > 0.01f) swimming_pitch = true; } // Accelerate to target speed with maximum increment accelerate((speedH + speedV) * physics_override_speed, incH * physics_override_speed * slip_factor, incV * physics_override_speed, pitch_move); } v3s16 LocalPlayer::getStandingNodePos() { if (m_sneak_node_exists) return m_sneak_node; return m_standing_node; } v3s16 LocalPlayer::getFootstepNodePos() { // Emit swimming sound if the player is in liquid if (in_liquid_stable) return floatToInt(getPosition(), BS); // BS * 0.05 below the player's feet ensures a 1/16th height // nodebox is detected instead of the node below it. if (touching_ground) return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS); // A larger distance below is necessary for a footstep sound // when landing after a jump or fall. BS * 0.5 ensures water // sounds when swimming in 1 node deep water. return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS); } v3s16 LocalPlayer::getLightPosition() const { return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS); } v3f LocalPlayer::getEyeOffset() const { float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height; return v3f(0.0f, BS * eye_height, 0.0f); } ClientActiveObject *LocalPlayer::getParent() const { return m_cao ? m_cao->getParent() : nullptr; } bool LocalPlayer::isDead() const { FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized"); return !getCAO()->isImmortal() && hp == 0; } // 3D acceleration void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, const f32 max_increase_V, const bool use_pitch) { const f32 yaw = getYaw(); const f32 pitch = getPitch(); v3f flat_speed = m_speed; // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch flat_speed.rotateXZBy(-yaw); if (use_pitch) flat_speed.rotateYZBy(-pitch); v3f d_wanted = target_speed - flat_speed; v3f d; // Then compare the horizontal and vertical components with the wanted speed if (max_increase_H > 0.0f) { v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f); if (d_wanted_H.getLength() > max_increase_H) d += d_wanted_H.normalize() * max_increase_H; else d += d_wanted_H; } if (max_increase_V > 0.0f) { f32 d_wanted_V = d_wanted.Y; if (d_wanted_V > max_increase_V) d.Y += max_increase_V; else if (d_wanted_V < -max_increase_V) d.Y -= max_increase_V; else d.Y += d_wanted_V; } // Finally rotate it again if (use_pitch) d.rotateYZBy(pitch); d.rotateXZBy(yaw); m_speed += d; } // Temporary option for old move code void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, std::vector<CollisionInfo> *collision_info) { Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if (getParent()) { setPosition(m_cao->getPosition()); m_sneak_node_exists = false; added_velocity = v3f(0.0f); return; } PlayerSettings &player_settings = getPlayerSettings(); // Skip collision detection if noclip mode is used bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip; bool free_move = noclip && fly_allowed && player_settings.free_move; if (free_move) { position += m_speed * dtime; setPosition(position); touching_ground = false; m_sneak_node_exists = false; added_velocity = v3f(0.0f); return; } m_speed += added_velocity; added_velocity = v3f(0.0f); /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ if (in_liquid) { // If in liquid, the threshold of coming out is at higher y pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } else { // If not in liquid, the threshold of going in is at lower y pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); else in_liquid_stable = false; /* Check if player is climbing */ pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS); v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS); node = map->getNode(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) is_climbing = false; else is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; /* 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 = 0.15f * BS; // This should always apply, otherwise there are glitches sanity_check(d > pos_max_d); // Maximum distance over border for sneaking f32 sneak_max = BS * 0.4f; /* 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 && player_settings.free_move) && !in_liquid && physics_override_sneak) { f32 maxd = 0.5f * 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) { // Move up if necessary f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax; if (position.Y < new_y) position.Y = new_y; /* Collision seems broken, since player is sinking when sneaking over the edges of current sneaking_node. TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. */ if (m_speed.Y < 0.0f) m_speed.Y = 0.0f; } } // TODO: This shouldn't be hardcoded but decided by the server float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f); v3f accel_f; const v3f initial_position = position; const v3f initial_speed = m_speed; collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f); // Positition was slightly changed; update standing node pos if (touching_ground) m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS); else m_standing_node = floatToInt(m_position, BS); /* 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. */ f32 position_y_mod = 0.05f * BS; if (m_sneak_node_bb_ymax > 0.0f) position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); if (m_sneak_node_exists && nodemgr->get(map->getNode(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->getNode(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 && physics_override_sneak) { m_sneak_node_bb_ymax = 0.0f; v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0f * BS; // If already seeking from some node, compare to it. 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( std::fabs(player_p2df.X - node_p2df.X), std::fabs(player_p2df.Y - node_p2df.Y)); if (distance_f > min_distance_f || max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS) continue; // The node to be sneaked on has to be walkable node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node above it has to be nonwalkable node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable if (!physics_override_sneak_glitch) { node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; if (sneak_node_found) { f32 cb_max = 0.0f; MapNode n = map->getNode(m_sneak_node); std::vector<aabb3f> nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (const auto &box : nodeboxes) { if (box.MaxEdge.Y > cb_max) cb_max = box.MaxEdge.Y; } m_sneak_node_bb_ymax = cb_max; } /* 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 but keep sneak node set */ bool sneak_node_exists = m_sneak_node_exists; setPosition(position); m_sneak_node_exists = sneak_node_exists; /* Report collisions */ // Don't report if flying if (collision_info && !(player_settings.free_move && fly_allowed)) { for (const auto &info : result.collisions) { collision_info->push_back(info); } } if (!result.standing_on_object && !touching_ground_was && touching_ground) { m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1.0f; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNode(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(0.0f, BS / 2.0f, 0.0f), BS); m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos())); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump"); m_can_jump = touching_ground && !m_disable_jump; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5f * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1.0f) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f)); } else { m_speed.Y += jumpspeed; } setSpeed(m_speed); m_can_jump = false; } // Autojump handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d); } float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) { // Slip on slippery nodes const NodeDefManager *nodemgr = env->getGameDef()->ndef(); Map *map = &env->getMap(); const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos())); int slippery = 0; if (f.walkable) slippery = itemgroup_get(f.groups, "slippery"); if (slippery >= 1) { if (speedH == v3f(0.0f)) slippery *= 2; return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f); } return 1.0f; } void LocalPlayer::handleAutojump(f32 dtime, Environment *env, const collisionMoveResult &result, const v3f &initial_position, const v3f &initial_speed, f32 pos_max_d) { PlayerSettings &player_settings = getPlayerSettings(); if (!player_settings.autojump) return; if (m_autojump) return; bool control_forward = keyPressed & (1 << 0); bool could_autojump = m_can_jump && !control.jump && !control.sneak && control_forward; if (!could_autojump) return; bool horizontal_collision = false; for (const auto &colinfo : result.collisions) { if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) { horizontal_collision = true; break; // one is enough } } // must be running against something to trigger autojumping if (!horizontal_collision) return; // check for nodes above v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f; v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f; headpos_min.Y = headpos_max.Y; // top face of collision box v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0); v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0); const NodeDefManager *ndef = env->getGameDef()->ndef(); bool is_position_valid; for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) { for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) { MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid); if (!is_position_valid) break; // won't collide with the void outside if (n.getContent() == CONTENT_IGNORE) return; // players collide with ignore blocks -> same as walkable const ContentFeatures &f = ndef->get(n); if (f.walkable) return; // would bump head, don't jump } } float jump_height = 1.1f; // TODO: better than a magic number v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f); v3f jump_speed = initial_speed; // try at peak of jump, zero step height collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f)); // see if we can get a little bit farther horizontally if we had // jumped v3f run_delta = m_position - initial_position; run_delta.Y = 0.0f; v3f jump_delta = jump_pos - initial_position; jump_delta.Y = 0.0f; if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) { m_autojump = true; m_autojump_time = 0.1f; } }