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path: root/advtrains_interlocking/tcb_ts_ui.lua
Commit message (Expand)AuthorAge
* Route Formspec: When cancelling route, disable ARS only temporarily, not perm...orwell962021-10-26
* Added alternative recipes, falling back on the default: items as they seem to...Maverick27972021-03-06
* Add some missing craft recipesorwell962021-02-19
* Fix new green signals bug caused by old trav_lzbdata, and callback loop in si...orwell962021-02-10
* Forbid track modification when train, IP or TCB is on it, better handle remov...orwell962020-10-07
* tcb: Fix crash when player is nilLinus Jahn2020-09-01
* Apply minetest.formspec_escape() to prevent formspec injection (H#143)MT0.4Blockhead2020-01-04
* Don't allow to remove TCB when a signal is assignedorwell962019-08-26
* Disable-ARS switch in signal and set this when cancelling an ARS routeorwell962019-03-15
* Fix cancelling "Unknown Route" when section is deleted.orwell962019-03-15
* Signalling form auto-updateorwell962019-02-05
* Prohibit removing/changing of TCBs and sections while routes or signals are setorwell962019-01-22
* Can disable automatic working without cancelling routeorwell962019-01-15
* Add Automatic Routesetting UIorwell962019-01-09
* Permit basic signal aspect settingorwell962018-11-19
* Do not allow static signals for routesettingorwell962018-10-30
* Fix typo in signal assignment, causing crashorwell962018-10-29
* Miscellaneous routesetting fixesorwell962018-10-29
* Add Interlocking Tool to inspect route locksorwell962018-10-26
* Add "Reset track section" functionorwell962018-10-26
* Make signal influence point (~halt point) specifiableorwell962018-10-09
* Fix various bugs found while testingorwell962018-08-13
* Add 'interlocking' privilege and add security checksorwell962018-08-12
* Automatic working (re-set certain route on train pass)orwell962018-08-12
* fix digging unconfigured tcbsorwell962018-08-12
* Signal aspect handling, make default signals compatible, fix signal diggingorwell962018-08-12
* Add routesetting callbacks.orwell962018-08-12
* Uncommitted route handling (update_route function)orwell962018-08-03
* Implement routesettingorwell962018-07-21
* Basic route management from signalling formspecorwell962018-07-04
* Signal assignment and route programming procedureorwell962018-07-04
* Implement trains blocking sectionsorwell962018-06-29
* Complete Track Section handling, incl. removing tcb's and marker entitiesorwell962018-06-26
* Add track section concept and rework TCB design, implement new linking behaviororwell962018-06-21
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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 "localplayer.h"

#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, const char *name):
	Player(gamedef, name),
	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),
	camera_impact(0.f),
	last_animation(NO_ANIM),
	hotbar_image(""),
	hotbar_selected_image(""),
	light_color(255,255,255,255),
	m_sneak_node(32767,32767,32767),
	m_sneak_node_exists(false),
	m_need_to_get_new_sneak_node(true),
	m_sneak_node_bb_ymax(0),
	m_old_node_below(32767,32767,32767),
	m_old_node_below_type("air"),
	m_can_jump(false),
	m_cao(NULL)
{
	// Initialize hp to 0, so that no hearts will be shown if server
	// doesn't support health points
	hp = 0;
	eye_offset_first = v3f(0,0,0);
	eye_offset_third = v3f(0,0,0);
}

LocalPlayer::~LocalPlayer()
{
}

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
		std::vector<CollisionInfo> *collision_info)
{
	Map *map = &env->getMap();
	INodeDefManager *nodemgr = m_gamedef->ndef();

	v3f position = getPosition();

	// 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
	*/

	bool is_valid_position;
	MapNode node;
	v3s16 pp;

	/*
		Check if player is in liquid (the oscillating value)
	*/

	// If in liquid, the threshold of coming out is at higher y
	if (in_liquid)
	{
		pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
		node = map->getNodeNoEx(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;
		}
	}
	// If not in liquid, the threshold of going in is at lower y
	else
	{
		pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
		node = map->getNodeNoEx(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(0,0,0), BS);
	node = map->getNodeNoEx(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(0,0.5*BS,0), BS);
	v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
	node = map->getNodeNoEx(pp, &is_valid_position);
	bool is_valid_position2;
	MapNode node2 = map->getNodeNoEx(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 = 0.15*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*0.4;

	/*
		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 &&
			physics_override_sneak && !got_teleported) {
		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) {
			// Move up if necessary
			f32 new_y = (lwn_f.Y - 0.5 * 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)
				m_speed.Y = 0;
		}
	}

	if (got_teleported)
		got_teleported = false;

	// this shouldn't be hardcoded but transmitted from server
	float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);

#ifdef __ANDROID__
	player_stepheight += (0.6 * BS);
#endif

	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.
	*/
	f32 position_y_mod = 0.05 * BS;
	if (m_sneak_node_bb_ymax > 0)
		position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
	v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 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;