mirror of
https://github.com/minetest/minetest.git
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217 lines
5.4 KiB
C++
217 lines
5.4 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "player.h"
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#include <cmath>
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#include "threading/mutex_auto_lock.h"
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#include "util/numeric.h"
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#include "hud.h"
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#include "constants.h"
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#include "gamedef.h"
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#include "settings.h"
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#include "log.h"
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#include "porting.h" // strlcpy
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Player::Player(const char *name, IItemDefManager *idef):
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inventory(idef)
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{
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strlcpy(m_name, name, PLAYERNAME_SIZE);
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inventory.clear();
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inventory.addList("main", PLAYER_INVENTORY_SIZE);
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InventoryList *craft = inventory.addList("craft", 9);
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craft->setWidth(3);
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inventory.addList("craftpreview", 1);
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inventory.addList("craftresult", 1);
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inventory.setModified(false);
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// Can be redefined via Lua
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inventory_formspec = "size[8,7.5]"
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//"image[1,0.6;1,2;player.png]"
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"list[current_player;main;0,3.5;8,4;]"
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"list[current_player;craft;3,0;3,3;]"
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"listring[]"
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"list[current_player;craftpreview;7,1;1,1;]";
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// Initialize movement settings at default values, so movement can work
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// if the server fails to send them
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movement_acceleration_default = 3 * BS;
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movement_acceleration_air = 2 * BS;
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movement_acceleration_fast = 10 * BS;
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movement_speed_walk = 4 * BS;
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movement_speed_crouch = 1.35 * BS;
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movement_speed_fast = 20 * BS;
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movement_speed_climb = 2 * BS;
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movement_speed_jump = 6.5 * BS;
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movement_liquid_fluidity = 1 * BS;
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movement_liquid_fluidity_smooth = 0.5 * BS;
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movement_liquid_sink = 10 * BS;
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movement_gravity = 9.81 * BS;
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local_animation_speed = 0.0;
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hud_flags =
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HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
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HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG |
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HUD_FLAG_CHAT_VISIBLE;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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}
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Player::~Player()
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{
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clearHud();
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}
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void Player::setWieldIndex(u16 index)
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{
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const InventoryList *mlist = inventory.getList("main");
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m_wield_index = MYMIN(index, mlist ? mlist->getSize() : 0);
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}
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ItemStack &Player::getWieldedItem(ItemStack *selected, ItemStack *hand) const
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{
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assert(selected);
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const InventoryList *mlist = inventory.getList("main"); // TODO: Make this generic
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const InventoryList *hlist = inventory.getList("hand");
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if (mlist && m_wield_index < mlist->getSize())
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*selected = mlist->getItem(m_wield_index);
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if (hand && hlist)
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*hand = hlist->getItem(0);
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// Return effective tool item
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return (hand && selected->name.empty()) ? *hand : *selected;
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}
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u32 Player::addHud(HudElement *toadd)
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{
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MutexAutoLock lock(m_mutex);
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u32 id = getFreeHudID();
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if (id < hud.size())
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hud[id] = toadd;
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else
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hud.push_back(toadd);
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return id;
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}
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HudElement* Player::getHud(u32 id)
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{
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MutexAutoLock lock(m_mutex);
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if (id < hud.size())
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return hud[id];
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return NULL;
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}
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void Player::hudApply(std::function<void(const std::vector<HudElement*>&)> f)
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{
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MutexAutoLock lock(m_mutex);
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f(hud);
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}
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HudElement* Player::removeHud(u32 id)
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{
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MutexAutoLock lock(m_mutex);
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HudElement* retval = NULL;
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if (id < hud.size()) {
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retval = hud[id];
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hud[id] = NULL;
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}
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return retval;
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}
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void Player::clearHud()
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{
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MutexAutoLock lock(m_mutex);
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while(!hud.empty()) {
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delete hud.back();
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hud.pop_back();
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}
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}
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#ifndef SERVER
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u32 PlayerControl::getKeysPressed() const
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{
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u32 keypress_bits =
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( (u32)(jump & 1) << 4) |
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( (u32)(aux1 & 1) << 5) |
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( (u32)(sneak & 1) << 6) |
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( (u32)(dig & 1) << 7) |
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( (u32)(place & 1) << 8) |
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( (u32)(zoom & 1) << 9)
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;
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// If any direction keys are pressed pass those through
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if (direction_keys != 0)
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{
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keypress_bits |= direction_keys;
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}
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// Otherwise set direction keys based on joystick movement (for mod compatibility)
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else if (isMoving())
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{
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float abs_d;
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// (absolute value indicates forward / backward)
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abs_d = std::abs(movement_direction);
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if (abs_d < 3.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1; // Forward
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if (abs_d > 5.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 1; // Backward
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// rotate entire coordinate system by 90 degree
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abs_d = movement_direction + M_PI_2;
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if (abs_d >= M_PI)
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abs_d -= 2 * M_PI;
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abs_d = std::abs(abs_d);
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// (value now indicates left / right)
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if (abs_d < 3.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 2; // Left
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if (abs_d > 5.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 3; // Right
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}
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return keypress_bits;
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}
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#endif
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void PlayerControl::unpackKeysPressed(u32 keypress_bits)
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{
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direction_keys = keypress_bits & 0xf;
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jump = keypress_bits & (1 << 4);
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aux1 = keypress_bits & (1 << 5);
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sneak = keypress_bits & (1 << 6);
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dig = keypress_bits & (1 << 7);
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place = keypress_bits & (1 << 8);
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zoom = keypress_bits & (1 << 9);
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}
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