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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "player.h"
21
22 #include <cmath>
23 #include "threading/mutex_auto_lock.h"
24 #include "util/numeric.h"
25 #include "hud.h"
26 #include "constants.h"
27 #include "gamedef.h"
28 #include "settings.h"
29 #include "log.h"
30 #include "porting.h"  // strlcpy
31
32
33 Player::Player(const char *name, IItemDefManager *idef):
34         inventory(idef)
35 {
36         strlcpy(m_name, name, PLAYERNAME_SIZE);
37
38         inventory.clear();
39         inventory.addList("main", PLAYER_INVENTORY_SIZE);
40         InventoryList *craft = inventory.addList("craft", 9);
41         craft->setWidth(3);
42         inventory.addList("craftpreview", 1);
43         inventory.addList("craftresult", 1);
44         inventory.setModified(false);
45
46         // Can be redefined via Lua
47         inventory_formspec = "size[8,7.5]"
48                 //"image[1,0.6;1,2;player.png]"
49                 "list[current_player;main;0,3.5;8,4;]"
50                 "list[current_player;craft;3,0;3,3;]"
51                 "listring[]"
52                 "list[current_player;craftpreview;7,1;1,1;]";
53
54         // Initialize movement settings at default values, so movement can work
55         // if the server fails to send them
56         movement_acceleration_default   = 3    * BS;
57         movement_acceleration_air       = 2    * BS;
58         movement_acceleration_fast      = 10   * BS;
59         movement_speed_walk             = 4    * BS;
60         movement_speed_crouch           = 1.35 * BS;
61         movement_speed_fast             = 20   * BS;
62         movement_speed_climb            = 2    * BS;
63         movement_speed_jump             = 6.5  * BS;
64         movement_liquid_fluidity        = 1    * BS;
65         movement_liquid_fluidity_smooth = 0.5  * BS;
66         movement_liquid_sink            = 10   * BS;
67         movement_gravity                = 9.81 * BS;
68         local_animation_speed           = 0.0;
69
70         hud_flags =
71                 HUD_FLAG_HOTBAR_VISIBLE    | HUD_FLAG_HEALTHBAR_VISIBLE |
72                 HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
73                 HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE   |
74                 HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
75
76         hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
77
78         m_player_settings.readGlobalSettings();
79         // Register player setting callbacks
80         for (const std::string &name : m_player_settings.setting_names)
81                 g_settings->registerChangedCallback(name,
82                         &Player::settingsChangedCallback, &m_player_settings);
83 }
84
85 Player::~Player()
86 {
87         // m_player_settings becomes invalid, remove callbacks
88         for (const std::string &name : m_player_settings.setting_names)
89                 g_settings->deregisterChangedCallback(name,
90                         &Player::settingsChangedCallback, &m_player_settings);
91         clearHud();
92 }
93
94 void Player::setWieldIndex(u16 index)
95 {
96         const InventoryList *mlist = inventory.getList("main");
97         m_wield_index = MYMIN(index, mlist ? mlist->getSize() : 0);
98 }
99
100 ItemStack &Player::getWieldedItem(ItemStack *selected, ItemStack *hand) const
101 {
102         assert(selected);
103
104         const InventoryList *mlist = inventory.getList("main"); // TODO: Make this generic
105         const InventoryList *hlist = inventory.getList("hand");
106
107         if (mlist && m_wield_index < mlist->getSize())
108                 *selected = mlist->getItem(m_wield_index);
109
110         if (hand && hlist)
111                 *hand = hlist->getItem(0);
112
113         // Return effective tool item
114         return (hand && selected->name.empty()) ? *hand : *selected;
115 }
116
117 u32 Player::addHud(HudElement *toadd)
118 {
119         MutexAutoLock lock(m_mutex);
120
121         u32 id = getFreeHudID();
122
123         if (id < hud.size())
124                 hud[id] = toadd;
125         else
126                 hud.push_back(toadd);
127
128         return id;
129 }
130
131 HudElement* Player::getHud(u32 id)
132 {
133         MutexAutoLock lock(m_mutex);
134
135         if (id < hud.size())
136                 return hud[id];
137
138         return NULL;
139 }
140
141 HudElement* Player::removeHud(u32 id)
142 {
143         MutexAutoLock lock(m_mutex);
144
145         HudElement* retval = NULL;
146         if (id < hud.size()) {
147                 retval = hud[id];
148                 hud[id] = NULL;
149         }
150         return retval;
151 }
152
153 void Player::clearHud()
154 {
155         MutexAutoLock lock(m_mutex);
156
157         while(!hud.empty()) {
158                 delete hud.back();
159                 hud.pop_back();
160         }
161 }
162
163 #ifndef SERVER
164
165 u32 PlayerControl::getKeysPressed() const
166 {
167         u32 keypress_bits =
168                 ( (u32)(jump  & 1) << 4) |
169                 ( (u32)(aux1  & 1) << 5) |
170                 ( (u32)(sneak & 1) << 6) |
171                 ( (u32)(dig   & 1) << 7) |
172                 ( (u32)(place & 1) << 8) |
173                 ( (u32)(zoom  & 1) << 9)
174         ;
175
176         // If any direction keys are pressed pass those through
177         if (direction_keys != 0)
178         {
179                 keypress_bits |= direction_keys;
180         }
181         // Otherwise set direction keys based on joystick movement (for mod compatibility)
182         else if (isMoving())
183         {
184                 float abs_d;
185
186                 // (absolute value indicates forward / backward)
187                 abs_d = abs(movement_direction);
188                 if (abs_d < 3.0f / 8.0f * M_PI)
189                         keypress_bits |= (u32)1; // Forward
190                 if (abs_d > 5.0f / 8.0f * M_PI)
191                         keypress_bits |= (u32)1 << 1; // Backward
192
193                 // rotate entire coordinate system by 90 degree
194                 abs_d = movement_direction + M_PI_2;
195                 if (abs_d >= M_PI)
196                         abs_d -= 2 * M_PI;
197                 abs_d = abs(abs_d);
198                 // (value now indicates left / right)
199                 if (abs_d < 3.0f / 8.0f * M_PI)
200                         keypress_bits |= (u32)1 << 2; // Left
201                 if (abs_d > 5.0f / 8.0f * M_PI)
202                         keypress_bits |= (u32)1 << 3; // Right
203         }
204
205         return keypress_bits;
206 }
207
208 #endif
209
210 void PlayerControl::unpackKeysPressed(u32 keypress_bits)
211 {
212         direction_keys = keypress_bits & 0xf;
213         jump  = keypress_bits & (1 << 4);
214         aux1  = keypress_bits & (1 << 5);
215         sneak = keypress_bits & (1 << 6);
216         dig   = keypress_bits & (1 << 7);
217         place = keypress_bits & (1 << 8);
218         zoom  = keypress_bits & (1 << 9);
219 }
220
221 void PlayerSettings::readGlobalSettings()
222 {
223         free_move = g_settings->getBool("free_move");
224         pitch_move = g_settings->getBool("pitch_move");
225         fast_move = g_settings->getBool("fast_move");
226         continuous_forward = g_settings->getBool("continuous_forward");
227         always_fly_fast = g_settings->getBool("always_fly_fast");
228         aux1_descends = g_settings->getBool("aux1_descends");
229         noclip = g_settings->getBool("noclip");
230         autojump = g_settings->getBool("autojump");
231 }
232
233 void Player::settingsChangedCallback(const std::string &name, void *data)
234 {
235         ((PlayerSettings *)data)->readGlobalSettings();
236 }