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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 "content_nodemeta.h"
#include "nodemetadata.h"
#include "nodetimer.h"
#include "inventory.h"
#include "log.h"
#include "serialization.h"
#include "util/serialize.h"
#include "util/string.h"
#include "constants.h" // MAP_BLOCKSIZE
#include <sstream>

#define NODEMETA_GENERIC 1
#define NODEMETA_SIGN 14
#define NODEMETA_CHEST 15
#define NODEMETA_FURNACE 16
#define NODEMETA_LOCKABLE_CHEST 17

// Returns true if node timer must be set
static bool content_nodemeta_deserialize_legacy_body(
		std::istream &is, s16 id, NodeMetadata *meta)
{
	meta->clear();

	if(id == NODEMETA_GENERIC) // GenericNodeMetadata (0.4-dev)
	{
		meta->getInventory()->deSerialize(is);
		deSerializeLongString(is);  // m_text
		deSerializeString(is);  // m_owner

		meta->setString("infotext",deSerializeString(is));
		meta->setString("formspec",deSerializeString(is));
		readU8(is);  // m_allow_text_input
		readU8(is);  // m_allow_removal
		readU8(is);  // m_enforce_owner

		int num_vars = readU32(is);
		for(int i=0; i<num_vars; i++){
			std::string name = deSerializeString(is);
			std::string var = deSerializeLongString(is);
			meta->setString(name, var);
		}
		return false;
	}
	else if(id == NODEMETA_SIGN) // SignNodeMetadata
	{
		meta->setString("text", deSerializeString(is));
		//meta->setString("infotext","\"${text}\"");
		meta->setString("infotext",
				std::string("\"") + meta->getString("text") + "\"");
		meta->setString("formspec","field[text;;${text}]");
		return false;
	}
	else if(id == NODEMETA_CHEST) // ChestNodeMetadata
	{
		meta->getInventory()->deSerialize(is);

		// Rename inventory list "0" to "main"
		Inventory *inv = meta->getInventory();
		if(!inv->getList("main") && inv->getList("0")){
			inv->getList("0")->setName("main");
		}
		assert(inv->getList("main") && !inv->getList("0"));

		meta->setString("formspec","size[8,9]"
				"list[current_name;main;0,0;8,4;]"
				"list[current_player;main;0,5;8,4;]");
		return false;
	}
	else if(id == NODEMETA_LOCKABLE_CHEST) // LockingChestNodeMetadata
	{
		meta->setString("owner", deSerializeString(is));
		meta->getInventory()->deSerialize(is);

		// Rename inventory list "0" to "main"
		Inventory *inv = meta->getInventory();
		if(!inv->getList("main") && inv->getList("0")){
			inv->getList("0")->setName("main");
		}
		assert(inv->getList("main") && !inv->getList("0"));

		meta->setString("formspec","size[8,9]"
				"list[current_name;main;0,0;8,4;]"
				"list[current_player;main;0,5;8,4;]");
		return false;
	}
	else if(id == NODEMETA_FURNACE) // FurnaceNodeMetadata
	{
		meta->getInventory()->deSerialize(is);
		int temp = 0;
		is>>temp;
		meta->setString("fuel_totaltime", ftos((float)temp/10));
		temp = 0;
		is>>temp;
		meta->setString("fuel_time", ftos((float)temp/10));
		temp = 0;
		is>>temp;
		//meta->setString("src_totaltime", ftos((float)temp/10));
		temp = 0;
		is>>temp;
		meta->setString("src_time", ftos((float)temp/10));

		meta->setString("formspec","size[8,9]"
			"list[current_name;fuel;2,3;1,1;]"
			"list[current_name;src;2,1;1,1;]"
			"list[current_name;dst;5,1;2,2;]"
			"list[current_player;main;0,5;8,4;]");
		return true;
	}
	else
	{
		throw SerializationError("Unknown legacy node metadata");
	}
}

static bool content_nodemeta_deserialize_legacy_meta(
		std::istream &is, NodeMetadata *meta)
{
	// Read id
	s16 id = readS16(is);

	// Read data
	std::string data = deSerializeString(is);
	std::istringstream tmp_is(data, std::ios::binary);
	return content_nodemeta_deserialize_legacy_body(tmp_is, id, meta);
}

void content_nodemeta_deserialize_legacy(std::istream &is,
		NodeMetadataList *meta, NodeTimerList *timers,
		IItemDefManager *item_def_mgr)
{
	meta->clear();
	timers->clear();

	u16 version = readU16(is);

	if(version > 1)
	{
		infostream<<FUNCTION_NAME<<": version "<<version<<" not supported"
				<<std::endl;
		throw SerializationError(FUNCTION_NAME);
	}

	u16 count = readU16(is);

	for(u16 i=0; i<count; i++)
	{
		u16 p16 = readU16(is);

		v3s16 p(0,0,0);
		p.Z += p16 / MAP_BLOCKSIZE / MAP_BLOCKSIZE;
		p16 -= p.Z * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
		p.Y += p16 / MAP_BLOCKSIZE;
		p16 -= p.Y * MAP_BLOCKSIZE;
		p.X += p16;

		if(meta->get(p) != NULL)
		{
			warningstream<<FUNCTION_NAME<<": "
					<<"already set data at position"
					<<"("<<p.X<<","<<p.Y<<","<<p.Z<<"): Ignoring."
					<<std::endl;
			continue;
		}

		NodeMetadata *data = new NodeMetadata(item_def_mgr);
		bool need_timer = content_nodemeta_deserialize_legacy_meta(is, data);
		meta->set(p, data);

		if(need_timer)
			timers->set(p, NodeTimer(1., 0.));
	}
}

void content_nodemeta_serialize_legacy(std::ostream &os, NodeMetadataList *meta)
{
	// Sorry, I was too lazy to implement this. --kahrl
	writeU16(os, 1); // version
	writeU16(os, 0); // count
}

// END
="hl kwa">false), swimming_up(false), inventory_backup(NULL), craftresult_is_preview(true), hp(20), peer_id(PEER_ID_INEXISTENT), m_selected_item(0), m_pitch(0), m_yaw(0), m_speed(0,0,0), m_position(0,0,0) { updateName("<not set>"); resetInventory(); } Player::~Player() { delete inventory_backup; } void Player::wieldItem(u16 item) { m_selected_item = item; } void Player::resetInventory() { inventory.clear(); inventory.addList("main", PLAYER_INVENTORY_SIZE); inventory.addList("craft", 9); inventory.addList("craftresult", 1); } // Y direction is ignored void Player::accelerate(v3f target_speed, f32 max_increase) { v3f d_wanted = target_speed - m_speed; d_wanted.Y = 0; f32 dl_wanted = d_wanted.getLength(); f32 dl = dl_wanted; if(dl > max_increase) dl = max_increase; v3f d = d_wanted.normalize() * dl; m_speed.X += d.X; m_speed.Z += d.Z; //m_speed += d; #if 0 // old code if(m_speed.X < target_speed.X - max_increase) m_speed.X += max_increase; else if(m_speed.X > target_speed.X + max_increase) m_speed.X -= max_increase; else if(m_speed.X < target_speed.X) m_speed.X = target_speed.X; else if(m_speed.X > target_speed.X) m_speed.X = target_speed.X; if(m_speed.Z < target_speed.Z - max_increase) m_speed.Z += max_increase; else if(m_speed.Z > target_speed.Z + max_increase) m_speed.Z -= max_increase; else if(m_speed.Z < target_speed.Z) m_speed.Z = target_speed.Z; else if(m_speed.Z > target_speed.Z) m_speed.Z = target_speed.Z; #endif } 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.setBool("craftresult_is_preview", craftresult_is_preview); args.setS32("hp", hp); args.writeLines(os); os<<"PlayerArgsEnd\n"; // If actual inventory is backed up due to creative mode, save it // instead of the dummy creative mode inventory if(inventory_backup) inventory_backup->serialize(os); else inventory.serialize(os); } void Player::deSerialize(std::istream &is) { Settings args; for(;;) { if(is.eof()) throw SerializationError ("Player::deSerialize(): PlayerArgsEnd not found"); std::string line; std::getline(is, line); std::string trimmedline = trim(line); if(trimmedline == "PlayerArgsEnd") break; args.parseConfigLine(line); } //args.getS32("version"); std::string name = args.get("name"); updateName(name.c_str()); /*std::string password = ""; if(args.exists("password")) password = args.get("password"); updatePassword(password.c_str());*/ m_pitch = args.getFloat("pitch"); m_yaw = args.getFloat("yaw"); m_position = args.getV3F("position"); try{ craftresult_is_preview = args.getBool("craftresult_is_preview"); }catch(SettingNotFoundException &e){ craftresult_is_preview = true; } try{ hp = args.getS32("hp"); }catch(SettingNotFoundException &e){ hp = 20; } /*try{ std::string sprivs = args.get("privs"); if(sprivs == "all") { privs = PRIV_ALL; } else { std::istringstream ss(sprivs); ss>>privs; } }catch(SettingNotFoundException &e){ privs = PRIV_DEFAULT; }*/ inventory.deSerialize(is); } /* RemotePlayer */ #ifndef SERVER RemotePlayer::RemotePlayer( scene::ISceneNode* parent, IrrlichtDevice *device, s32 id): scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id), m_text(NULL) { m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2); if(parent != NULL && device != NULL) { // ISceneNode stores a member called SceneManager scene::ISceneManager* mgr = SceneManager; video::IVideoDriver* driver = mgr->getVideoDriver(); gui::IGUIEnvironment* gui = device->getGUIEnvironment(); // Add a text node for showing the name wchar_t wname[1] = {0}; m_text = mgr->addTextSceneNode(gui->getBuiltInFont(), wname, video::SColor(255,255,255,255), this); m_text->setPosition(v3f(0, (f32)BS*2.1, 0)); // Attach a simple mesh to the player for showing an image scene::SMesh *mesh = new scene::SMesh(); { // Front scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str())); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } { // Back scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1), video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0), video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str())); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } m_node = mgr->addMeshSceneNode(mesh, this); mesh->drop(); m_node->setPosition(v3f(0,0,0)); } } RemotePlayer::~RemotePlayer() { if(SceneManager != NULL) ISceneNode::remove(); } void RemotePlayer::updateName(const char *name) { Player::updateName(name); if(m_text != NULL) { wchar_t wname[PLAYERNAME_SIZE]; mbstowcs(wname, m_name, strlen(m_name)+1); m_text->setText(wname); } } void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d) { m_pos_animation_time_counter += dtime; m_pos_animation_counter += dtime; v3f movevector = m_position - m_oldpos; f32 moveratio; if(m_pos_animation_time < 0.001) moveratio = 1.0; else moveratio = m_pos_animation_counter / m_pos_animation_time; if(moveratio > 1.5) moveratio = 1.5; m_showpos = m_oldpos + movevector * moveratio; ISceneNode::setPosition(m_showpos); } #endif #ifndef SERVER /* LocalPlayer */ LocalPlayer::LocalPlayer(): 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) { 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 free_move = 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 = content_liquid(map.getNode(pp).getContent()); } // 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 = content_liquid(map.getNode(pp).getContent()); } } 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 = content_liquid(map.getNode(pp).getContent()); } 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 = ((content_features(map.getNode(pp).getContent()).climbable || content_features(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*0.35; float player_height = BS*1.7; // 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. */ 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;*/ /* 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++) { try{ // Player collides into walkable nodes if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false) continue; } catch(InvalidPositionException &e) { // 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 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(content_walkable(map.getNode(p).getContent()) == false) continue; // And the node above it has to be nonwalkable if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == 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) { CollisionInfo info; info.t = COLLISION_FALL; info.speed = m_speed.Y - old_speed.Y; collision_info->push_back(info); } } } 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 free_move = g_settings.getBool("free_move"); bool fast_move = 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) { v3f speed = getSpeed(); /* NOTE: The d value in move() affects jump height by raising the height at which the jump speed is kept at its starting value */ speed.Y = 6.5*BS; setSpeed(speed); } // 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); } #endif