#include "player.h"
#include <fstream>
+#include "threading/mutex_auto_lock.h"
#include "util/numeric.h"
#include "hud.h"
#include "constants.h"
hp(PLAYER_MAX_HP),
hurt_tilt_timer(0),
hurt_tilt_strength(0),
+ protocol_version(0),
peer_id(PEER_ID_INEXISTENT),
keyPressed(0),
// protected
//"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
+ // 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_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
+ local_animation_speed = 0.0;
// Movement overrides are multipliers and must be 1 by default
physics_override_speed = 1;
physics_override_sneak = true;
physics_override_sneak_glitch = true;
- hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
- HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
- HUD_FLAG_BREATHBAR_VISIBLE;
+ 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_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
-
+
v3f d = d_wanted.normalize() * dl;
m_speed.X += d.X;
m_speed.Z += d.Z;
-#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
}
// Vertical acceleration (Y), X and Z directions are ignored
m_speed.Y += d_wanted;
-#if 0 // old code
- if(m_speed.Y < target_speed.Y - max_increase)
- m_speed.Y += max_increase;
- else if(m_speed.Y > target_speed.Y + max_increase)
- m_speed.Y -= max_increase;
- else if(m_speed.Y < target_speed.Y)
- m_speed.Y = target_speed.Y;
- else if(m_speed.Y > target_speed.Y)
- m_speed.Y = target_speed.Y;
-#endif
}
v3s16 Player::getLightPosition() const
u32 Player::addHud(HudElement *toadd)
{
+ MutexAutoLock lock(m_mutex);
+
u32 id = getFreeHudID();
if (id < hud.size())
HudElement* Player::getHud(u32 id)
{
+ MutexAutoLock lock(m_mutex);
+
if (id < hud.size())
return hud[id];
HudElement* Player::removeHud(u32 id)
{
+ MutexAutoLock lock(m_mutex);
+
HudElement* retval = NULL;
if (id < hud.size()) {
retval = hud[id];
void Player::clearHud()
{
+ MutexAutoLock lock(m_mutex);
+
while(!hud.empty()) {
delete hud.back();
hud.pop_back();