* `hand`: list containing an override for the empty hand
* Is not created automatically, use `InvRef:set_size`
* Is only used to enhance the empty hand's tool capabilities
+* `offhand`: list containing the offhand wielded item.
+ * Will be used for placements and secondary uses if the
+ main hand does not have any node_place_prediction, on_place
+ or on_secondary_use callbacks.
+ * Is passed to on_place and on_secondary_use callbacks; make sure
+ mods are aware of the itemstack not neccessarily being
+ located in the main hand.
Colors
======
Privileges provide a means for server administrators to give certain players
access to special abilities in the engine, games or mods.
-For example, game moderators may need to travel instantly to any place in the world,
+For example, game moderators may need to travel instantly to any place in the world,
this ability is implemented in `/teleport` command which requires `teleport` privilege.
Registering privileges
----------------------
-A mod can register a custom privilege using `minetest.register_privilege` function
+A mod can register a custom privilege using `minetest.register_privilege` function
to give server administrators fine-grained access control over mod functionality.
For consistency and practical reasons, privileges should strictly increase the abilities of the user.
Checking privileges
-------------------
-A mod can call `minetest.check_player_privs` to test whether a player has privileges
+A mod can call `minetest.check_player_privs` to test whether a player has privileges
to perform an operation.
Also, when registering a chat command with `minetest.register_chatcommand` a mod can
declare privileges that the command requires using the `privs` field of the command
* `default_privs`: defines privileges granted to new players.
* `basic_privs`: defines privileges that can be granted/revoked by players having
- the `basic_privs` privilege. This can be used, for example, to give
+ the `basic_privs` privilege. This can be used, for example, to give
limited moderation powers to selected users.
'minetest' namespace reference
},
on_place = function(itemstack, placer, pointed_thing),
- -- When the 'place' key was pressed with the item in hand
+ -- When the 'place' key was pressed with the item one of the hands
-- and a node was pointed at.
+ -- 'itemstack' may be the offhand item iff the main hand has
+ -- no on_place handler and no node_placement_prediction.
-- Shall place item and return the leftover itemstack
-- or nil to not modify the inventory.
-- The placer may be any ObjectRef or nil.
on_secondary_use = function(itemstack, user, pointed_thing),
-- Same as on_place but called when not pointing at a node.
+ -- 'itemstack' may be the offhand item iff the main hand has
+ -- no on_secondary_use handler.
-- Function must return either nil if inventory shall not be modified,
-- or an itemstack to replace the original itemstack.
-- The user may be any ObjectRef or nil.
#define WIELDMESH_AMPLITUDE_X 7.0f
#define WIELDMESH_AMPLITUDE_Y 10.0f
+#define HANDS (int i = 0, s = +1; i <= 1; i++, s *= -1) // i is index, s is sign
+
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
m_client(client),
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
- m_wieldnode->setItem(ItemStack(), m_client);
- m_wieldnode->drop(); // m_wieldmgr grabbed it
+
+ for HANDS {
+ m_wieldnode[i] = new WieldMeshSceneNode(m_wieldmgr, -1, false);
+ m_wieldnode[i]->setItem(ItemStack(), m_client);
+ m_wieldnode[i]->drop(); // m_wieldmgr grabbed it
+ }
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
m_view_bobbing_fall = -1; // Mark the effect as finished
}
- bool was_under_zero = m_wield_change_timer < 0;
- m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+ for HANDS {
+ bool was_under_zero = m_wield_change_timer[i];
+ m_wield_change_timer[i] = MYMIN(m_wield_change_timer[i] + dtime, 0.125);
+
+ if (m_wield_change_timer[i] >= 0 && was_under_zero) {
+ m_wieldnode[i]->setItem(m_wield_item_next[i], m_client);
- if (m_wield_change_timer >= 0 && was_under_zero) {
- m_wieldnode->setItem(m_wield_item_next, m_client);
- m_wieldnode->setNodeLightColor(m_player_light_color);
+ if (i == 0)
+ m_wieldnode[i]->setNodeLightColor(m_player_light_color);
+ }
}
if (m_view_bobbing_state != 0)
}
}
- if (m_digging_button != -1) {
- f32 offset = dtime * 3.5f;
- float m_digging_anim_was = m_digging_anim;
- m_digging_anim += offset;
- if (m_digging_anim >= 1)
- {
- m_digging_anim = 0;
- m_digging_button = -1;
- }
- float lim = 0.15;
- if(m_digging_anim_was < lim && m_digging_anim >= lim)
- {
- if (m_digging_button == 0) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
- } else if(m_digging_button == 1) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
+ for HANDS {
+ if (m_digging_button[i] != -1) {
+ f32 offset = dtime * 3.5f;
+ float m_digging_anim_was = m_digging_anim[i];
+ m_digging_anim[i] += offset;
+ if (m_digging_anim[i] >= 1)
+ {
+ m_digging_anim[i] = 0;
+ m_digging_button[i] = -1;
+ }
+ float lim = 0.15;
+ if(m_digging_anim_was < lim && m_digging_anim[i] >= lim)
+ {
+ if (m_digging_button[i] == 0) {
+ m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
+ } else if(m_digging_button[i] == 1) {
+ m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
+ }
}
}
+
}
}
if (m_arm_inertia)
addArmInertia(player->getYaw());
- // Position the wielded item
- //v3f wield_position = v3f(45, -35, 65);
- v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
- //v3f wield_rotation = v3f(-100, 120, -100);
- v3f wield_rotation = v3f(-100, 120, -100);
- wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
- if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
- {
- f32 frac = 1.0;
- if(m_digging_anim > 0.5)
- frac = 2.0 * (m_digging_anim - 0.5);
- // This value starts from 1 and settles to 0
- f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
- //f32 ratiothing2 = pow(ratiothing, 0.5f);
- f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
- wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
- //wield_position.Z += frac * 5.0 * ratiothing2;
- wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
- wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
- //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
- //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
- }
- if (m_digging_button != -1)
- {
- f32 digfrac = m_digging_anim;
- wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
- wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
- wield_position.Z += 25 * 0.5;
-
- // Euler angles are PURE EVIL, so why not use quaternions?
- core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
- core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
- core::quaternion quat_slerp;
- quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
- quat_slerp.toEuler(wield_rotation);
- wield_rotation *= core::RADTODEG;
- } else {
- f32 bobfrac = my_modf(m_view_bobbing_anim);
- wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
- wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
- }
- m_wieldnode->setPosition(wield_position);
- m_wieldnode->setRotation(wield_rotation);
-
m_player_light_color = player->light_color;
- m_wieldnode->setNodeLightColor(m_player_light_color);
+
+ for HANDS {
+ // Position the wielded item
+ //v3f wield_position = v3f(45, -35, 65);
+ v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
+ //v3f wield_rotation = v3f(-100, 120, -100);
+ v3f wield_rotation = v3f(-100, 120, -100);
+
+ wield_position.Y += fabs(m_wield_change_timer[i])*320 - 40;
+ if(m_digging_anim[i] < 0.05 || m_digging_anim[i] > 0.5)
+ {
+ f32 frac = 1.0;
+ if(m_digging_anim[i] > 0.5)
+ frac = 2.0 * (m_digging_anim[i] - 0.5);
+ // This value starts from 1 and settles to 0
+ f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
+ //f32 ratiothing2 = pow(ratiothing, 0.5f);
+ f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+ wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+ //wield_position.Z += frac * 5.0 * ratiothing2;
+ wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+ wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+ }
+ if (m_digging_button[i] != -1)
+ {
+ f32 digfrac = m_digging_anim[i];
+ wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+ wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+ wield_position.Z += 25 * 0.5;
+
+ // Euler angles are PURE EVIL, so why not use quaternions?
+ core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
+ //core::quaternion quat_end(v3f(s * 80, 30, s * 100) * core::DEGTORAD);
+ core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
+ core::quaternion quat_slerp;
+ quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
+ quat_slerp.W *= s;
+ quat_slerp.X *= s;
+ quat_slerp.toEuler(wield_rotation);
+ wield_rotation *= core::RADTODEG;
+ wield_position.X *= s;
+ } else {
+ f32 bobfrac = my_modf(m_view_bobbing_anim);
+ wield_position.X *= s;
+ wield_position.X -= sin(bobfrac*M_PI*2.0+M_PI*i) * 3.0 * s;
+ wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*i) * 3.0;
+ }
+
+ m_wieldnode[i]->setPosition(wield_position);
+ m_wieldnode[i]->setRotation(wield_rotation);
+
+ m_wieldnode[i]->setNodeLightColor(m_player_light_color);
+
+ if (i == 1) {
+ m_wieldnode[i]->setVisible(
+ (m_wield_item_next[i].name != "" && m_wield_change_timer[i] > 0)
+ || (m_offhand_wield_item_old && m_wield_change_timer[i] < 0));
+ }
+ }
// Set render distance
updateViewingRange();
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
-void Camera::setDigging(s32 button)
+void Camera::setDigging(s32 button, int hand)
{
- if (m_digging_button == -1)
- m_digging_button = button;
+ if (m_digging_button[hand] == -1)
+ m_digging_button[hand] = button;
}
-void Camera::wield(const ItemStack &item)
+void Camera::wield(const ItemStack &item, int hand)
{
- if (item.name != m_wield_item_next.name ||
- item.metadata != m_wield_item_next.metadata) {
- m_wield_item_next = item;
- if (m_wield_change_timer > 0)
- m_wield_change_timer = -m_wield_change_timer;
- else if (m_wield_change_timer == 0)
- m_wield_change_timer = -0.001;
+ if (item.name != m_wield_item_next[hand].name ||
+ item.metadata != m_wield_item_next[hand].metadata) {
+ if (hand == 1)
+ m_offhand_wield_item_old = m_wield_item_next[hand].name != "";
+ m_wield_item_next[hand] = item;
+ if (m_wield_change_timer[hand] > 0)
+ m_wield_change_timer[hand] = -m_wield_change_timer[hand];
+ else if (m_wield_change_timer[hand] == 0)
+ m_wield_change_timer[hand] = -0.001;
}
}
void updateViewingRange();
// Start digging animation
- // Pass 0 for left click, 1 for right click
- void setDigging(s32 button);
+ // button: Pass 0 for left click, 1 for right click
+ // hand: 0 for main hand, 1 for offhand
+ void setDigging(s32 button, int hand);
// Replace the wielded item mesh
- void wield(const ItemStack &item);
+ void wield(const ItemStack &item, int hand);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
scene::ICameraSceneNode *m_cameranode = nullptr;
scene::ISceneManager *m_wieldmgr = nullptr;
- WieldMeshSceneNode *m_wieldnode = nullptr;
+ WieldMeshSceneNode *m_wieldnode[2] = {nullptr, nullptr};
// draw control
MapDrawControl& m_draw_control;
f32 m_view_bobbing_fall = 0.0f;
// Digging animation frame (0 <= m_digging_anim < 1)
- f32 m_digging_anim = 0.0f;
+ f32 m_digging_anim[2] = {0.0f, 0.0f};
+
// If -1, no digging animation
// If 0, left-click digging animation
// If 1, right-click digging animation
- s32 m_digging_button = -1;
+ s32 m_digging_button[2] = {-1, -1};
// Animation when changing wielded item
- f32 m_wield_change_timer = 0.125f;
- ItemStack m_wield_item_next;
+ f32 m_wield_change_timer[2] = {0.125f, 0.125f};
+ ItemStack m_wield_item_next[2];
+ bool m_offhand_wield_item_old;
CameraMode m_camera_mode = CAMERA_MODE_FIRST;
list->setModified(false);
if (auto *list = player->inventory.getList("hand"))
list->setModified(false);
+ if (auto *list = player->inventory.getList("offhand"))
+ list->setModified(false);
return true;
}
// Returns true if the inventory of the local player has been
// updated from the server. If it is true, it is set to false.
bool updateWieldedItem();
+ bool updateOffhandWieldedItem();
/* InventoryManager interface */
Inventory* getInventory(const InventoryLocation &loc) override;
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed,
- const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
+ const ItemStack &selected_item, const ItemStack &hand_item,
+ const ItemStack &place_item, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
Calculate what block is the crosshair pointing to
*/
- ItemStack selected_item, hand_item;
+ ItemStack selected_item, hand_item, offhand_item, use_item;
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
!runData.btn_down_for_dig,
camera_offset);
+ player->getOffhandWieldedItem(&offhand_item, &use_item, itemdef_manager, pointed);
+
if (pointed != runData.pointed_old)
infostream << "Pointing at " << pointed.dump() << std::endl;
!client->getScript()->on_item_use(selected_item, pointed)))
client->interact(INTERACT_USE, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
- handlePointingAtNode(pointed, selected_item, hand_item, dtime);
+ handlePointingAtNode(pointed, selected_item, hand_item, use_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
client->getScript()->on_item_use(selected_item, pointed);
} else if (wasKeyPressed(KeyType::PLACE)) {
- handlePointingAtNothing(selected_item);
+ handlePointingAtNothing(use_item);
}
runData.pointed_old = pointed;
if (runData.punching || wasKeyPressed(KeyType::DIG))
- camera->setDigging(0); // dig animation
+ camera->setDigging(0, 0); // dig animation
input->clearWasKeyPressed();
input->clearWasKeyReleased();
void Game::handlePointingAtNode(const PointedThing &pointed,
- const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
+ const ItemStack &selected_item, const ItemStack &hand_item,
+ const ItemStack &place_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
infostream << "Place button pressed while looking at ground" << std::endl;
// Placing animation (always shown for feedback)
- camera->setDigging(1);
+ if (place_item == selected_item)
+ camera->setDigging(1, 0);
+ else
+ camera->setDigging(1, 1);
soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
// make that happen
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
- auto &def = selected_item.getDefinition(itemdef_manager);
- bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+ auto &def = place_item.getDefinition(itemdef_manager);
+ bool placed = nodePlacement(def, place_item, nodepos, neighbourpos,
pointed, meta);
if (placed && client->modsLoaded())
client->setCrack(-1, nodepos);
}
- camera->setDigging(0); // Dig animation
+ camera->setDigging(0, 0); // Dig animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
if (client->updateWieldedItem()) {
// Update wielded tool
- ItemStack selected_item, hand_item;
+ ItemStack selected_item, hand_item, offhand_item;
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
- camera->wield(tool_item);
+ camera->wield(tool_item, 0);
+ player->getOffhandWieldedItem(&offhand_item, nullptr, itemdef_manager, PointedThing());
+ camera->wield(offhand_item, 1);
}
/*
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
place_param2 = def.place_param2;
+ has_on_place = def.has_on_place;
+ has_on_secondary_use = def.has_on_secondary_use;
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
range = def.range;
range = -1;
node_placement_prediction = "";
place_param2 = 0;
+ has_on_place = false;
+ has_on_secondary_use = false;
}
void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
os << serializeString16(short_description);
os << place_param2;
+ writeU8(os, has_on_place);
+ writeU8(os, has_on_secondary_use);
}
void ItemDefinition::deSerialize(std::istream &is, u16 protocol_version)
short_description = deSerializeString16(is);
place_param2 = readU8(is); // 0 if missing
+ has_on_place = readU8(is);
+ has_on_secondary_use = readU8(is);
} catch(SerializationError &e) {};
}
// "" = no prediction
std::string node_placement_prediction;
u8 place_param2;
+ bool has_on_place;
+ bool has_on_secondary_use;
/*
Some helpful methods
playersao->getWieldedItem(&(*ret));
}
+static inline bool getOffhandWieldedItem(const PlayerSAO *playersao, Optional<ItemStack> &offhand, Optional<ItemStack> &place, IItemDefManager *idef, const PointedThing &pointed)
+{
+ offhand = ItemStack();
+ place = ItemStack();
+ return playersao->getOffhandWieldedItem(&(*offhand), &(*place), idef, pointed);
+}
+
void Server::handleCommand_Interact(NetworkPacket *pkt)
{
/*
// Place block or right-click object
case INTERACT_PLACE: {
- Optional<ItemStack> selected_item;
- getWieldedItem(playersao, selected_item);
+ Optional<ItemStack> main_item, offhand_item, place_item;
+ getWieldedItem(playersao, main_item);
+ bool use_offhand = getOffhandWieldedItem(playersao, offhand_item, place_item, m_itemdef, pointed);
// Reset build time counter
if (pointed.type == POINTEDTHING_NODE &&
- selected_item->getDefinition(m_itemdef).type == ITEM_NODE)
+ place_item->getDefinition(m_itemdef).type == ITEM_NODE)
getClient(peer_id)->m_time_from_building = 0.0;
- const bool had_prediction = !selected_item->getDefinition(m_itemdef).
+ const bool had_prediction = !place_item->getDefinition(m_itemdef).
node_placement_prediction.empty();
if (pointed.type == POINTEDTHING_OBJECT) {
<< pointed_object->getDescription() << std::endl;
// Do stuff
- if (m_script->item_OnSecondaryUse(selected_item, playersao, pointed)) {
- if (selected_item.has_value() && playersao->setWieldedItem(*selected_item))
+ if (m_script->item_OnSecondaryUse(use_offhand ? offhand_item : main_item, playersao, pointed)) {
+ if (use_offhand
+ ? (offhand_item.has_value() && playersao->setOffhandWieldedItem(*offhand_item))
+ : (main_item.has_value() && playersao->setWieldedItem(*main_item)))
SendInventory(playersao, true);
}
pointed_object->rightClick(playersao);
- } else if (m_script->item_OnPlace(selected_item, playersao, pointed)) {
+ } else if (m_script->item_OnPlace(use_offhand ? offhand_item : main_item, playersao, pointed)) {
// Placement was handled in lua
// Apply returned ItemStack
- if (selected_item.has_value() && playersao->setWieldedItem(*selected_item))
+ if (use_offhand
+ ? (offhand_item.has_value() && playersao->setOffhandWieldedItem(*offhand_item))
+ : (main_item.has_value() && playersao->setWieldedItem(*main_item)))
SendInventory(playersao, true);
}
// Rightclick air
case INTERACT_ACTIVATE: {
- Optional<ItemStack> selected_item;
- getWieldedItem(playersao, selected_item);
+ Optional<ItemStack> main_item, offhand_item, place_item;
+ getWieldedItem(playersao, main_item);
+ bool use_offhand = getOffhandWieldedItem(playersao, offhand_item, place_item, m_itemdef, pointed);
actionstream << player->getName() << " activates "
- << selected_item->name << std::endl;
+ << place_item->name << std::endl;
pointed.type = POINTEDTHING_NOTHING; // can only ever be NOTHING
- if (m_script->item_OnSecondaryUse(selected_item, playersao, pointed)) {
+ if (m_script->item_OnSecondaryUse(use_offhand ? offhand_item : main_item, playersao, pointed)) {
// Apply returned ItemStack
- if (selected_item.has_value() && playersao->setWieldedItem(*selected_item))
+ if (use_offhand
+ ? (offhand_item.has_value() && playersao->setOffhandWieldedItem(*offhand_item))
+ : (main_item.has_value() && playersao->setWieldedItem(*main_item)))
SendInventory(playersao, true);
}
return (hand && selected->name.empty()) ? *hand : *selected;
}
+bool Player::getOffhandWieldedItem(ItemStack *offhand, ItemStack *place, IItemDefManager *idef, const PointedThing &pointed) const
+{
+ assert(offhand);
+
+ ItemStack main;
+
+ const InventoryList *mlist = inventory.getList("main");
+ const InventoryList *olist = inventory.getList("offhand");
+
+ if (olist)
+ *offhand = olist->getItem(0);
+
+ if (mlist && m_wield_index < mlist->getSize())
+ main = mlist->getItem(m_wield_index);
+
+ const ItemDefinition &main_def = main.getDefinition(idef);
+ const ItemDefinition &offhand_def = offhand->getDefinition(idef);
+ bool main_usable, offhand_usable;
+
+ // figure out which item to use for placements
+
+ if (pointed.type == POINTEDTHING_NODE) {
+ // an item can be used on nodes if it has a place handler or prediction
+ main_usable = main_def.has_on_place || main_def.node_placement_prediction != "";
+ offhand_usable = offhand_def.has_on_place || offhand_def.node_placement_prediction != "";
+ } else {
+ // an item can be used on anything else if it has a secondary use handler
+ main_usable = main_def.has_on_secondary_use;
+ offhand_usable = offhand_def.has_on_secondary_use;
+ }
+
+ // main hand has priority
+ bool use_offhand = offhand_usable && !main_usable;
+
+ if (place)
+ *place = use_offhand ? *offhand : main;
+
+ return use_offhand;
+}
+
u32 Player::addHud(HudElement *toadd)
{
MutexAutoLock lock(m_mutex);
#include "constants.h"
#include "network/networkprotocol.h"
#include "util/basic_macros.h"
+#include "util/pointedthing.h"
#include <list>
#include <mutex>
// Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
+
+ // item currently in secondary hand is returned in `offhand`
+ // item to use for place / secondary_use (either main or offhand) is (optionally) returned in `place`
+ bool getOffhandWieldedItem(ItemStack *offhand, ItemStack *place, IItemDefManager *idef, const PointedThing &pointed) const;
void setWieldIndex(u16 index);
u16 getWieldIndex() const { return m_wield_index; }
def.usable = lua_isfunction(L, -1);
lua_pop(L, 1);
+ lua_pushstring(L, "on_place");
+ lua_rawget(L, index);
+ def.has_on_place = lua_isfunction(L, -1);
+ lua_pop(L, 1);
+
+ lua_pushstring(L, "on_secondary_use");
+ lua_rawget(L, index);
+ def.has_on_secondary_use = lua_isfunction(L, -1);
+ lua_pop(L, 1);
+
getboolfield(L, index, "liquids_pointable", def.liquids_pointable);
lua_getfield(L, index, "tool_capabilities");
return m_player->getWieldedItem(selected, hand);
}
+bool PlayerSAO::getOffhandWieldedItem(ItemStack *offhand, ItemStack *place, IItemDefManager *itemdef_manager, PointedThing pointed) const
+{
+ return m_player->getOffhandWieldedItem(offhand, place, itemdef_manager, pointed);
+}
+
bool PlayerSAO::setWieldedItem(const ItemStack &item)
{
InventoryList *mlist = m_player->inventory.getList(getWieldList());
return false;
}
+bool PlayerSAO::setOffhandWieldedItem(const ItemStack &item)
+{
+ InventoryList *olist = m_player->inventory.getList("offhand");
+ if (olist) {
+ olist->changeItem(0, item);
+ return true;
+ }
+ return false;
+}
+
void PlayerSAO::disconnected()
{
m_peer_id = PEER_ID_INEXISTENT;
#include "network/networkprotocol.h"
#include "unit_sao.h"
#include "util/numeric.h"
+#include "util/pointedthing.h"
/*
PlayerSAO needs some internals exposed.
std::string getWieldList() const override { return "main"; }
u16 getWieldIndex() const override;
ItemStack getWieldedItem(ItemStack *selected, ItemStack *hand = nullptr) const override;
+ bool getOffhandWieldedItem(ItemStack *offhand, ItemStack *place, IItemDefManager *itemdef_manager, PointedThing pointed) const;
bool setWieldedItem(const ItemStack &item) override;
+ bool setOffhandWieldedItem(const ItemStack &item);
/*
PlayerSAO-specific