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Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 638 |
1 files changed, 638 insertions, 0 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp new file mode 100644 index 000000000..bbe447a6c --- /dev/null +++ b/src/localplayer.cpp @@ -0,0 +1,638 @@ +/* +Minetest-c55 +Copyright (C) 2010-2012 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 General Public License as published by +the Free Software Foundation; either version 2 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 General Public License for more details. + +You should have received a copy of the GNU 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 "main.h" // For g_settings +#include "event.h" +#include "collision.h" +#include "gamedef.h" +#include "nodedef.h" +#include "settings.h" +#include "map.h" + +/* + 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 fly_allowed = m_gamedef->checkLocalPrivilege("fly"); + bool free_move = fly_allowed && 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 fly_allowed = m_gamedef->checkLocalPrivilege("fly"); + bool fast_allowed = m_gamedef->checkLocalPrivilege("fly"); + + bool free_move = fly_allowed && g_settings->getBool("free_move"); + bool fast_move = fast_allowed && 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); +} + |