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/*
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 "player.h"

#include <fstream>
#include "jthread/jmutexautolock.h"
#include "util/numeric.h"
#include "hud.h"
#include "constants.h"
#include "gamedef.h"
#include "settings.h"
#include "content_sao.h"
#include "filesys.h"
#include "log.h"
#include "porting.h"  // strlcpy


Player::Player(IGameDef *gamedef, const char *name):
	touching_ground(false),
	in_liquid(false),
	in_liquid_stable(false),
	liquid_viscosity(0),
	is_climbing(false),
	swimming_vertical(false),
	camera_barely_in_ceiling(false),
	inventory(gamedef->idef()),
	hp(PLAYER_MAX_HP),
	hurt_tilt_timer(0),
	hurt_tilt_strength(0),
	protocol_version(0),
	peer_id(PEER_ID_INEXISTENT),
	keyPressed(0),
// protected
	m_gamedef(gamedef),
	m_breath(PLAYER_MAX_BREATH),
	m_pitch(0),
	m_yaw(0),
	m_speed(0,0,0),
	m_position(0,0,0),
	m_collisionbox(-BS*0.30,0.0,-BS*0.30,BS*0.30,BS*1.75,BS*0.30),
	m_dirty(false)
{
	strlcpy(m_name, name, PLAYERNAME_SIZE);

	inventory.clear();
	inventory.addList("main", PLAYER_INVENTORY_SIZE);
	InventoryList *craft = inventory.addList("craft", 9);
	craft->setWidth(3);
	inventory.addList("craftpreview", 1);
	inventory.addList("craftresult", 1);
	inventory.setModified(false);

	// Can be redefined via Lua
	inventory_formspec = "size[8,7.5]"
		//"image[1,0.6;1,2;player.png]"
		"list[current_player;main;0,3.5;8,4;]"
		"list[current_player;craft;3,0;3,3;]"
		"listring[]"
		"list[current_player;craftpreview;7,1;1,1;]";

	// Initialize movement settings at default values, so movement can work
	// if the server fails to send them
	movement_acceleration_default   = 3    * BS;
	movement_acceleration_air       = 2    * BS;
	movement_acceleration_fast      = 10   * BS;
	movement_speed_walk             = 4    * BS;
	movement_speed_crouch           = 1.35 * BS;
	movement_speed_fast             = 20   * BS;
	movement_speed_climb            = 2    * BS;
	movement_speed_jump             = 6.5  * BS;
	movement_liquid_fluidity        = 1    * BS;
	movement_liquid_fluidity_smooth = 0.5  * BS;
	movement_liquid_sink            = 10   * BS;
	movement_gravity                = 9.81 * BS;
	local_animation_speed           = 0.0;

	// Movement overrides are multipliers and must be 1 by default
	physics_override_speed        = 1;
	physics_override_jump         = 1;
	physics_override_gravity      = 1;
	physics_override_sneak        = true;
	physics_override_sneak_glitch = true;

	hud_flags =
		HUD_FLAG_HOTBAR_VISIBLE    | HUD_FLAG_HEALTHBAR_VISIBLE |
		HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
		HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE;

	hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}

Player::~Player()
{
	clearHud();
}

// Horizontal acceleration (X and Z), Y direction is ignored
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
{
	if(max_increase == 0)
		return;

	v3f d_wanted = target_speed - m_speed;
	d_wanted.Y = 0;
	f32 dl = d_wanted.getLength();
	if(dl > max_increase)
		dl = max_increase;

	v3f d = d_wanted.normalize() * dl;

	m_speed.X += d.X;
	m_speed.Z += d.Z;

}

// Vertical acceleration (Y), X and Z directions are ignored
void Player::accelerateVertical(v3f target_speed, f32 max_increase)
{
	if(max_increase == 0)
		return;

	f32 d_wanted = target_speed.Y - m_speed.Y;
	if(d_wanted > max_increase)
		d_wanted = max_increase;
	else if(d_wanted < -max_increase)
		d_wanted = -max_increase;

	m_speed.Y += d_wanted;

}

v3s16 Player::getLightPosition() const
{
	return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
}

void Player::serialize(std::ostream &os)
{
	// Utilize a Settings object for storing values
	Settings args;
	args.setS32("version", 1);
	args.set("name", m_name);
	//args.set("password", m_password);
	args.setFloat("pitch", m_pitch);
	args.setFloat("yaw", m_yaw);
	args.setV3F("position", m_position);
	args.setS32("hp", hp);
	args.setS32("breath", m_breath);

	args.writeLines(os);

	os<<"PlayerArgsEnd\n";

	inventory.serialize(os);
}

void Player::deSerialize(std::istream &is, std::string playername)
{
	Settings args;

	if (!args.parseConfigLines(is, "PlayerArgsEnd")) {
		throw SerializationError("PlayerArgsEnd of player " +
				playername + " not found!");
	}

	m_dirty = true;
	//args.getS32("version"); // Version field value not used
	std::string name = args.get("name");
	strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE);
	setPitch(args.getFloat("pitch"));
	setYaw(args.getFloat("yaw"));
	setPosition(args.getV3F("position"));
	try{
		hp = args.getS32("hp");
	}catch(SettingNotFoundException &e) {
		hp = PLAYER_MAX_HP;
	}
	try{
		m_breath = args.getS32("breath");
	}catch(SettingNotFoundException &e) {
		m_breath = PLAYER_MAX_BREATH;
	}

	inventory.deSerialize(is);

	if(inventory.getList("craftpreview") == NULL) {
		// Convert players without craftpreview
		inventory.addList("craftpreview", 1);

		bool craftresult_is_preview = true;
		if(args.exists("craftresult_is_preview"))
			craftresult_is_preview = args.getBool("craftresult_is_preview");
		if(craftresult_is_preview)
		{
			// Clear craftresult
			inventory.getList("craftresult")->changeItem(0, ItemStack());
		}
	}
}

u32 Player::addHud(HudElement *toadd)
{
	JMutexAutoLock lock(m_mutex);

	u32 id = getFreeHudID();

	if (id < hud.size())
		hud[id] = toadd;
	else
		hud.push_back(toadd);

	return id;
}

HudElement* Player::getHud(u32 id)
{
	JMutexAutoLock lock(m_mutex);

	if (id < hud.size())
		return hud[id];

	return NULL;
}

HudElement* Player::removeHud(u32 id)
{
	JMutexAutoLock lock(m_mutex);

	HudElement* retval = NULL;
	if (id < hud.size()) {
		retval = hud[id];
		hud[id] = NULL;
	}
	return retval;
}

void Player::clearHud()
{
	JMutexAutoLock lock(m_mutex);

	while(!hud.empty()) {
		delete hud.back();
		hud.pop_back();
	}
}


void RemotePlayer::save(std::string savedir)
{
	/*
	 * We have to open all possible player files in the players directory
	 * and check their player names because some file systems are not
	 * case-sensitive and player names are case-sensitive.
	 */

	// A player to deserialize files into to check their names
	RemotePlayer testplayer(m_gamedef, "");

	savedir += DIR_DELIM;
	std::string path = savedir + m_name;
	for (u32 i = 0; i < PLAYER_FILE_ALTERNATE_TRIES; i++) {
		if (!fs::PathExists(path)) {
			// Open file and serialize
			std::ostringstream ss(std::ios_base::binary);
			serialize(ss);
			if (!fs::safeWriteToFile(path, ss.str())) {
				infostream << "Failed to write " << path << std::endl;
			}
			setModified(false);
			return;
		}
		// Open file and deserialize
		std::ifstream is(path.c_str(), std::ios_base::binary);
		if (!is.good()) {
			infostream << "Failed to open " << path << std::endl;
			return;
		}
		testplayer.deSerialize(is, path);
		is.close();
		if (strcmp(testplayer.getName(), m_name) == 0) {
			// Open file and serialize
			std::ostringstream ss(std::ios_base::binary);
			serialize(ss);
			if (!fs::safeWriteToFile(path, ss.str())) {
				infostream << "Failed to write " << path << std::endl;
			}
			setModified(false);
			return;
		}
		path = savedir + m_name + itos(i);
	}

	infostream << "Didn't find free file for player " << m_name << std::endl;
	return;
}

/*
	RemotePlayer
*/
void RemotePlayer::setPosition(const v3f &position)
{
	Player::setPosition(position);
	if(m_sao)
		m_sao->setBasePosition(position);
}

">, npe = (np or (len+1)), (npe or (len+1)) if (not np) or (max_splits == 1) then np = len + 1 npe = np end local s = string_sub(str, pos, np - 1) if include_empty or (s ~= "") then max_splits = max_splits - 1 items[#items + 1] = s end pos = npe + 1 until (max_splits == 0) or (pos > (len + 1)) return items end -------------------------------------------------------------------------------- function table.indexof(list, val) for i, v in ipairs(list) do if v == val then return i end end return -1 end assert(table.indexof({"foo", "bar"}, "foo") == 1) assert(table.indexof({"foo", "bar"}, "baz") == -1) -------------------------------------------------------------------------------- if INIT ~= "client" then function file_exists(filename) local f = io.open(filename, "r") if f == nil then return false else f:close() return true end end end -------------------------------------------------------------------------------- function string:trim() return (self:gsub("^%s*(.-)%s*$", "%1")) end assert(string.trim("\n \t\tfoo bar\t ") == "foo bar") -------------------------------------------------------------------------------- function math.hypot(x, y) local t x = math.abs(x) y = math.abs(y) t = math.min(x, y) x = math.max(x, y) if x == 0 then return 0 end t = t / x return x * math.sqrt(1 + t * t) end -------------------------------------------------------------------------------- function math.sign(x, tolerance) tolerance = tolerance or 0 if x > tolerance then return 1 elseif x < -tolerance then return -1 end return 0 end -------------------------------------------------------------------------------- function get_last_folder(text,count) local parts = text:split(DIR_DELIM) if count == nil then return parts[#parts] end local retval = "" for i=1,count,1 do retval = retval .. parts[#parts - (count-i)] .. DIR_DELIM end return retval end -------------------------------------------------------------------------------- function cleanup_path(temppath) local parts = temppath:split("-") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split(".") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split("'") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "" end temppath = temppath .. parts[i] end parts = temppath:split(" ") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath end temppath = temppath .. parts[i] end return temppath end function core.formspec_escape(text) if text ~= nil then text = string.gsub(text,"\\","\\\\") text = string.gsub(text,"%]","\\]") text = string.gsub(text,"%[","\\[") text = string.gsub(text,";","\\;") text = string.gsub(text,",","\\,") end return text end function core.wrap_text(text, charlimit) local retval = {} local current_idx = 1 local start,stop = string_find(text, " ", current_idx) local nl_start,nl_stop = string_find(text, "\n", current_idx) local gotnewline = false if nl_start ~= nil and (start == nil or nl_start < start) then start = nl_start stop = nl_stop gotnewline = true end local last_line = "" while start ~= nil do if string.len(last_line) + (stop-start) > charlimit then retval[#retval + 1] = last_line last_line = "" end if last_line ~= "" then last_line = last_line .. " " end last_line = last_line .. string_sub(text, current_idx, stop - 1) if gotnewline then retval[#retval + 1] = last_line last_line = "" gotnewline = false end current_idx = stop+1 start,stop = string_find(text, " ", current_idx) nl_start,nl_stop = string_find(text, "\n", current_idx) if nl_start ~= nil and (start == nil or nl_start < start) then start = nl_start stop = nl_stop gotnewline = true end end --add last part of text if string.len(last_line) + (string.len(text) - current_idx) > charlimit then retval[#retval + 1] = last_line retval[#retval + 1] = string_sub(text, current_idx) else last_line = last_line .. " " .. string_sub(text, current_idx) retval[#retval + 1] = last_line end return retval end -------------------------------------------------------------------------------- if INIT == "game" then local dirs1 = {9, 18, 7, 12} local dirs2 = {20, 23, 22, 21} function core.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags) orient_flags = orient_flags or {} local unode = core.get_node_or_nil(pointed_thing.under) if not unode then return end local undef = core.registered_nodes[unode.name] if undef and undef.on_rightclick then undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) return end local fdir = core.dir_to_facedir(placer:get_look_dir()) local wield_name = itemstack:get_name() local above = pointed_thing.above local under = pointed_thing.under local iswall = (above.y == under.y) local isceiling = not iswall and (above.y < under.y) local anode = core.get_node_or_nil(above) if not anode then return end local pos = pointed_thing.above local node = anode if undef and undef.buildable_to then pos = pointed_thing.under node = unode iswall = false end if core.is_protected(pos, placer:get_player_name()) then core.record_protection_violation(pos, placer:get_player_name()) return end local ndef = core.registered_nodes[node.name] if not ndef or not ndef.buildable_to then return end if orient_flags.force_floor then iswall = false isceiling = false elseif orient_flags.force_ceiling then iswall = false isceiling = true elseif orient_flags.force_wall then iswall = true isceiling = false elseif orient_flags.invert_wall then iswall = not iswall end if iswall then core.set_node(pos, {name = wield_name, param2 = dirs1[fdir + 1]}) elseif isceiling then if orient_flags.force_facedir then core.set_node(pos, {name = wield_name, param2 = 20}) else core.set_node(pos, {name = wield_name, param2 = dirs2[fdir + 1]}) end else -- place right side up if orient_flags.force_facedir then core.set_node(pos, {name = wield_name, param2 = 0}) else core.set_node(pos, {name = wield_name, param2 = fdir}) end end if not infinitestacks then itemstack:take_item() return itemstack end end -------------------------------------------------------------------------------- --Wrapper for rotate_and_place() to check for sneak and assume Creative mode --implies infinite stacks when performing a 6d rotation. -------------------------------------------------------------------------------- core.rotate_node = function(itemstack, placer, pointed_thing) core.rotate_and_place(itemstack, placer, pointed_thing, core.settings:get_bool("creative_mode"), {invert_wall = placer:get_player_control().sneak}) return itemstack end end -------------------------------------------------------------------------------- function core.explode_table_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 3 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) local c = tonumber(parts[3]:trim()) if type(r) == "number" and type(c) == "number" and t ~= "INV" then return {type=t, row=r, column=c} end end end return {type="INV", row=0, column=0} end -------------------------------------------------------------------------------- function core.explode_textlist_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 2 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) if type(r) == "number" and t ~= "INV" then return {type=t, index=r} end end end return {type="INV", index=0} end -------------------------------------------------------------------------------- function core.explode_scrollbar_event(evt) local retval = core.explode_textlist_event(evt) retval.value = retval.index retval.index = nil return retval end -------------------------------------------------------------------------------- function core.pos_to_string(pos, decimal_places) local x = pos.x local y = pos.y local z = pos.z if decimal_places ~= nil then x = string.format("%." .. decimal_places .. "f", x) y = string.format("%." .. decimal_places .. "f", y) z = string.format("%." .. decimal_places .. "f", z) end return "(" .. x .. "," .. y .. "," .. z .. ")" end -------------------------------------------------------------------------------- function core.string_to_pos(value) if value == nil then return nil end local p = {} p.x, p.y, p.z = string.match(value, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$") if p.x and p.y and p.z then p.x = tonumber(p.x) p.y = tonumber(p.y) p.z = tonumber(p.z) return p end local p = {} p.x, p.y, p.z = string.match(value, "^%( *([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+) *%)$") if p.x and p.y and p.z then p.x = tonumber(p.x) p.y = tonumber(p.y) p.z = tonumber(p.z) return p end return nil end assert(core.string_to_pos("10.0, 5, -2").x == 10) assert(core.string_to_pos("( 10.0, 5, -2)").z == -2) assert(core.string_to_pos("asd, 5, -2)") == nil) -------------------------------------------------------------------------------- function core.string_to_area(value) local p1, p2 = unpack(value:split(") (")) if p1 == nil or p2 == nil then return nil end p1 = core.string_to_pos(p1 .. ")") p2 = core.string_to_pos("(" .. p2) if p1 == nil or p2 == nil then return nil end return p1, p2 end local function test_string_to_area() local p1, p2 = core.string_to_area("(10.0, 5, -2) ( 30.2, 4, -12.53)") assert(p1.x == 10.0 and p1.y == 5 and p1.z == -2) assert(p2.x == 30.2 and p2.y == 4 and p2.z == -12.53) p1, p2 = core.string_to_area("(10.0, 5, -2 30.2, 4, -12.53") assert(p1 == nil and p2 == nil) p1, p2 = core.string_to_area("(10.0, 5,) -2 fgdf2, 4, -12.53") assert(p1 == nil and p2 == nil) end test_string_to_area() -------------------------------------------------------------------------------- function table.copy(t, seen) local n = {} seen = seen or {} seen[t] = n for k, v in pairs(t) do n[(type(k) == "table" and (seen[k] or table.copy(k, seen))) or k] = (type(v) == "table" and (seen[v] or table.copy(v, seen))) or v end return n end -------------------------------------------------------------------------------- -- mainmenu only functions -------------------------------------------------------------------------------- if INIT == "mainmenu" then function core.get_game(index) local games = game.get_games() if index > 0 and index <= #games then return games[index] end return nil end end if INIT == "client" or INIT == "mainmenu" then function fgettext_ne(text, ...) text = core.gettext(text) local arg = {n=select('#', ...), ...} if arg.n >= 1 then -- Insert positional parameters ($1, $2, ...) local result = '' local pos = 1 while pos <= text:len() do local newpos = text:find('[$]', pos) if newpos == nil then result = result .. text:sub(pos) pos = text:len() + 1 else local paramindex = tonumber(text:sub(newpos+1, newpos+1)) result = result .. text:sub(pos, newpos-1) .. tostring(arg[paramindex]) pos = newpos + 2 end end text = result end return text end function fgettext(text, ...) return core.formspec_escape(fgettext_ne(text, ...)) end end local ESCAPE_CHAR = string.char(0x1b) function core.get_color_escape_sequence(color) return ESCAPE_CHAR .. "(c@" .. color .. ")" end function core.get_background_escape_sequence(color) return ESCAPE_CHAR .. "(b@" .. color .. ")" end function core.colorize(color, message) local lines = tostring(message):split("\n", true) local color_code = core.get_color_escape_sequence(color) for i, line in ipairs(lines) do lines[i] = color_code .. line end return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff") end function core.strip_foreground_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(c@[^)]+%)", "")) end function core.strip_background_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(b@[^)]+%)", "")) end function core.strip_colors(str) return (str:gsub(ESCAPE_CHAR .. "%([bc]@[^)]+%)", "")) end -------------------------------------------------------------------------------- -- Returns the exact coordinate of a pointed surface -------------------------------------------------------------------------------- function core.pointed_thing_to_face_pos(placer, pointed_thing) local eye_offset_first = placer:get_eye_offset() local node_pos = pointed_thing.under local camera_pos = placer:get_pos() local pos_off = vector.multiply( vector.subtract(pointed_thing.above, node_pos), 0.5) local look_dir = placer:get_look_dir() local offset, nc local oc = {} for c, v in pairs(pos_off) do if nc or v == 0 then oc[#oc + 1] = c else offset = v nc = c end end local fine_pos = {[nc] = node_pos[nc] + offset} camera_pos.y = camera_pos.y + 1.625 + eye_offset_first.y / 10 local f = (node_pos[nc] + offset - camera_pos[nc]) / look_dir[nc] for i = 1, #oc do fine_pos[oc[i]] = camera_pos[oc[i]] + look_dir[oc[i]] * f end return fine_pos end