minetest/src/player.cpp
sfan5 5eb45e1ea0
Restore pass-through of direction keys (#11924)
This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
2022-01-09 18:46:36 +01:00

237 lines
6.3 KiB
C++

/*
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 "player.h"
#include <cmath>
#include "threading/mutex_auto_lock.h"
#include "util/numeric.h"
#include "hud.h"
#include "constants.h"
#include "gamedef.h"
#include "settings.h"
#include "log.h"
#include "porting.h" // strlcpy
Player::Player(const char *name, IItemDefManager *idef):
inventory(idef)
{
strlcpy(m_name, name, PLAYERNAME_SIZE);
inventory.clear();
inventory.addList("main", PLAYER_INVENTORY_SIZE);
InventoryList *craft = inventory.addList("craft", 9);
craft->setWidth(3);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
inventory.setModified(false);
// Can be redefined via Lua
inventory_formspec = "size[8,7.5]"
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"listring[]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work
// if the server fails to send them
movement_acceleration_default = 3 * BS;
movement_acceleration_air = 2 * BS;
movement_acceleration_fast = 10 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
local_animation_speed = 0.0;
hud_flags =
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
HUD_FLAG_MINIMAP_RADAR_VISIBLE;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
m_player_settings.readGlobalSettings();
// Register player setting callbacks
for (const std::string &name : m_player_settings.setting_names)
g_settings->registerChangedCallback(name,
&Player::settingsChangedCallback, &m_player_settings);
}
Player::~Player()
{
// m_player_settings becomes invalid, remove callbacks
for (const std::string &name : m_player_settings.setting_names)
g_settings->deregisterChangedCallback(name,
&Player::settingsChangedCallback, &m_player_settings);
clearHud();
}
void Player::setWieldIndex(u16 index)
{
const InventoryList *mlist = inventory.getList("main");
m_wield_index = MYMIN(index, mlist ? mlist->getSize() : 0);
}
ItemStack &Player::getWieldedItem(ItemStack *selected, ItemStack *hand) const
{
assert(selected);
const InventoryList *mlist = inventory.getList("main"); // TODO: Make this generic
const InventoryList *hlist = inventory.getList("hand");
if (mlist && m_wield_index < mlist->getSize())
*selected = mlist->getItem(m_wield_index);
if (hand && hlist)
*hand = hlist->getItem(0);
// Return effective tool item
return (hand && selected->name.empty()) ? *hand : *selected;
}
u32 Player::addHud(HudElement *toadd)
{
MutexAutoLock lock(m_mutex);
u32 id = getFreeHudID();
if (id < hud.size())
hud[id] = toadd;
else
hud.push_back(toadd);
return id;
}
HudElement* Player::getHud(u32 id)
{
MutexAutoLock lock(m_mutex);
if (id < hud.size())
return hud[id];
return NULL;
}
HudElement* Player::removeHud(u32 id)
{
MutexAutoLock lock(m_mutex);
HudElement* retval = NULL;
if (id < hud.size()) {
retval = hud[id];
hud[id] = NULL;
}
return retval;
}
void Player::clearHud()
{
MutexAutoLock lock(m_mutex);
while(!hud.empty()) {
delete hud.back();
hud.pop_back();
}
}
#ifndef SERVER
u32 PlayerControl::getKeysPressed() const
{
u32 keypress_bits =
( (u32)(jump & 1) << 4) |
( (u32)(aux1 & 1) << 5) |
( (u32)(sneak & 1) << 6) |
( (u32)(dig & 1) << 7) |
( (u32)(place & 1) << 8) |
( (u32)(zoom & 1) << 9)
;
// If any direction keys are pressed pass those through
if (direction_keys != 0)
{
keypress_bits |= direction_keys;
}
// Otherwise set direction keys based on joystick movement (for mod compatibility)
else if (isMoving())
{
float abs_d;
// (absolute value indicates forward / backward)
abs_d = abs(movement_direction);
if (abs_d < 3.0f / 8.0f * M_PI)
keypress_bits |= (u32)1; // Forward
if (abs_d > 5.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 1; // Backward
// rotate entire coordinate system by 90 degree
abs_d = movement_direction + M_PI_2;
if (abs_d >= M_PI)
abs_d -= 2 * M_PI;
abs_d = abs(abs_d);
// (value now indicates left / right)
if (abs_d < 3.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 2; // Left
if (abs_d > 5.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 3; // Right
}
return keypress_bits;
}
#endif
void PlayerControl::unpackKeysPressed(u32 keypress_bits)
{
direction_keys = keypress_bits & 0xf;
jump = keypress_bits & (1 << 4);
aux1 = keypress_bits & (1 << 5);
sneak = keypress_bits & (1 << 6);
dig = keypress_bits & (1 << 7);
place = keypress_bits & (1 << 8);
zoom = keypress_bits & (1 << 9);
}
void PlayerSettings::readGlobalSettings()
{
free_move = g_settings->getBool("free_move");
pitch_move = g_settings->getBool("pitch_move");
fast_move = g_settings->getBool("fast_move");
continuous_forward = g_settings->getBool("continuous_forward");
always_fly_fast = g_settings->getBool("always_fly_fast");
aux1_descends = g_settings->getBool("aux1_descends");
noclip = g_settings->getBool("noclip");
autojump = g_settings->getBool("autojump");
}
void Player::settingsChangedCallback(const std::string &name, void *data)
{
((PlayerSettings *)data)->readGlobalSettings();
}