aboutsummaryrefslogtreecommitdiff
path: root/src/object_properties.cpp
Commit message (Expand)AuthorAge
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Modify new ObjectProperties format to such that 0.4.3 will eat itPerttu Ahola2012-11-29
* Proper versioning of new network-serialized stuffPerttu Ahola2012-11-26
* Framework for the attachment system, new object property which allows changin...MirceaKitsune2012-11-25
* Get the new animation framework properly workingMirceaKitsune2012-11-25
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
* Allow the LUA API to set animations to meshes as well as the animation speed....MirceaKitsune2012-11-25
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
* ObjectPropertiesPerttu Ahola2012-03-30
8'>148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624
/*
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) {
		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;
		}
	}

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

#ifdef __ANDROID__
	player_stepheight += (0.5 * 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;
		m_sneak_node_exists = false;
	} else if (nodemgr->get(map->getNodeNoEx(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;
		v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 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;


			// The node to be sneaked on has to be walkable
			node = map->getNodeNoEx(p, &is_valid_position);
			if (!is_valid_position || nodemgr->get(node).walkable == false)
				continue;
			// And the node above it has to be nonwalkable
			node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
			if (!is_valid_position || nodemgr->get(node).walkable) {
				continue;
			}
			if (!physics_override_sneak_glitch) {
				node =map->getNodeNoEx(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 < 100000.0 * BS * 0.9);

		m_sneak_node = new_sneak_node;
		m_sneak_node_exists = sneak_node_found;

		if (sneak_node_found) {
			f32 cb_max = 0;
			MapNode n = map->getNodeNoEx(m_sneak_node);
			std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(nodemgr);
			for (std::vector<aabb3f>::iterator it = nodeboxes.begin();
					it != nodeboxes.end(); ++it) {
				aabb3f box = *it;
				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
	*/
	setPosition(position);

	/*
		Report collisions
	*/

	// Dont report if flying
	if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
		for(size_t i=0; i<result.collisions.size(); i++) {
			const CollisionInfo &info = result.collisions[i];
			collision_info->push_back(info);
		}
	}

	if(!result.standing_on_object && !touching_ground_was && touching_ground) {
		MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
		m_gamedef->event()->put(e);

		// 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->getNodeNoEx(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,BS/2,0), BS);
	m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;

	/*
		Check properties of the node on which the player is standing
	*/
	const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
	// Determine if jumping is possible
	m_can_jump = touching_ground && !in_liquid;
	if(itemgroup_get(f.groups, "disable_jump"))
		m_can_jump = false;
	// Jump key pressed while jumping off from a bouncy block
	if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
		m_speed.Y >= -0.5 * BS) {
		float jumpspeed = movement_speed_jump * physics_override_jump;
		if (m_speed.Y > 1) {
			// Reduce boost when speed already is high
			m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
		} else {
			m_speed.Y += jumpspeed;
		}
		setSpeed(m_speed);
		m_can_jump = false;
	}
}

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
{
	move(dtime, env, pos_max_d, NULL);
}

void LocalPlayer::applyControl(float dtime)
{
	// Clear stuff
	swimming_vertical = false;

	setPitch(control.pitch);
	setYaw(control.yaw);

	// Nullify speed and don't run positioning code if the player is attached
	if(isAttached)
	{
		setSpeed(v3f(0,0,0));
		return;
	}

	v3f move_direction = v3f(0,0,1);
	move_direction.rotateXZBy(getYaw());

	v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
	v3f speedV = v3f(0,0,0); // Vertical (Y)

	bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
	bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");

	bool free_move = fly_allowed && g_settings->getBool("free_move");
	bool fast_move = fast_allowed && g_settings->getBool("fast_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 && !g_settings->getBool("aux1_descends");
	bool continuous_forward = g_settings->getBool("continuous_forward");
	bool always_fly_fast = g_settings->getBool("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(g_settings->getBool("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;
			}
		}
	}
	// New minecraft-like descend control
	else
	{
		// 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;
			}
		}
	}

	if (continuous_forward)
		speedH += move_direction;

	if (control.up) {
		if (continuous_forward) {
			if (fast_move)
				superspeed = true;
		} else {
			speedH += move_direction;
		}
	}
	if(control.down)
	{
		speedH -= move_direction;
	}
	if(control.left)
	{
		speedH += move_direction.crossProduct(v3f(0,1,0));
	}
	if(control.right)
	{
		speedH += move_direction.crossProduct(v3f(0,-1,0));
	}
	if(control.jump)
	{
		if (free_move) {
			if (g_settings->getBool("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 >= -0.5 * BS)
			{
				speedJ.Y = movement_speed_jump * physics_override_jump;
				setSpeed(speedJ);

				MtEvent *e = new SimpleTriggerEvent("PlayerJump");
				m_gamedef->event()->put(e);
			}
		}
		else if(in_liquid)
		{
			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;
		}
	}

	// 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;

	// Acceleration increase
	f32 incH = 0; // Horizontal (X, Z)
	f32 incV = 0; // 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; // 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;

	// Accelerate to target speed with maximum increment
	accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
	accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}

v3s16 LocalPlayer::getStandingNodePos()
{
	if(m_sneak_node_exists)
		return m_sneak_node;
	return floatToInt(getPosition() - v3f(0, BS, 0), BS);
}