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/*
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 "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();
	}
}

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();
}
n> result.insert(std::make_pair(modname, spec)); } return result; } std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods) { std::map<std::string, ModSpec> result; for(std::map<std::string,ModSpec>::iterator it = mods.begin(); it != mods.end(); ++it) { ModSpec mod = (*it).second; if(mod.is_modpack) { std::map<std::string, ModSpec> content = flattenModTree(mod.modpack_content); result.insert(content.begin(),content.end()); result.insert(std::make_pair(mod.name,mod)); } else //not a modpack { result.insert(std::make_pair(mod.name,mod)); } } return result; } std::vector<ModSpec> flattenMods(std::map<std::string, ModSpec> mods) { std::vector<ModSpec> result; for(std::map<std::string,ModSpec>::iterator it = mods.begin(); it != mods.end(); ++it) { ModSpec mod = (*it).second; if(mod.is_modpack) { std::vector<ModSpec> content = flattenMods(mod.modpack_content); result.reserve(result.size() + content.size()); result.insert(result.end(),content.begin(),content.end()); } else //not a modpack { result.push_back(mod); } } return result; } ModConfiguration::ModConfiguration(std::string worldpath) { SubgameSpec gamespec = findWorldSubgame(worldpath); // Add all game mods and all world mods addModsInPath(gamespec.gamemods_path); addModsInPath(worldpath + DIR_DELIM + "worldmods"); // check world.mt file for mods explicitely declared to be // loaded or not by a load_mod_<modname> = ... line. std::string worldmt = worldpath+DIR_DELIM+"world.mt"; Settings worldmt_settings; worldmt_settings.readConfigFile(worldmt.c_str()); std::vector<std::string> names = worldmt_settings.getNames(); std::set<std::string> include_mod_names; for(std::vector<std::string>::iterator it = names.begin(); it != names.end(); ++it) { std::string name = *it; // for backwards compatibility: exclude only mods which are // explicitely excluded. if mod is not mentioned at all, it is // enabled. So by default, all installed mods are enabled. if (name.compare(0,9,"load_mod_") == 0 && worldmt_settings.getBool(name)) { include_mod_names.insert(name.substr(9)); } } // Collect all mods that are also in include_mod_names std::vector<ModSpec> addon_mods; for(std::set<std::string>::const_iterator it_path = gamespec.addon_mods_paths.begin(); it_path != gamespec.addon_mods_paths.end(); ++it_path) { std::vector<ModSpec> addon_mods_in_path = flattenMods(getModsInPath(*it_path)); for(std::vector<ModSpec>::iterator it = addon_mods_in_path.begin(); it != addon_mods_in_path.end(); ++it) { ModSpec& mod = *it; if(include_mod_names.count(mod.name) != 0) addon_mods.push_back(mod); else worldmt_settings.setBool("load_mod_" + mod.name, false); } } worldmt_settings.updateConfigFile(worldmt.c_str()); addMods(addon_mods); // report on name conflicts if(!m_name_conflicts.empty()){ std::string s = "Unresolved name conflicts for mods "; for(std::set<std::string>::const_iterator it = m_name_conflicts.begin(); it != m_name_conflicts.end(); ++it) { if(it != m_name_conflicts.begin()) s += ", "; s += std::string("\"") + (*it) + "\""; } s += "."; throw ModError(s); } // get the mods in order resolveDependencies(); } void ModConfiguration::addModsInPath(std::string path) { addMods(flattenMods(getModsInPath(path))); } void ModConfiguration::addMods(std::vector<ModSpec> new_mods) { // Maintain a map of all existing m_unsatisfied_mods. // Keys are mod names and values are indices into m_unsatisfied_mods. std::map<std::string, u32> existing_mods; for(u32 i = 0; i < m_unsatisfied_mods.size(); ++i){ existing_mods[m_unsatisfied_mods[i].name] = i; } // Add new mods for(int want_from_modpack = 1; want_from_modpack >= 0; --want_from_modpack){ // First iteration: // Add all the mods that come from modpacks // Second iteration: // Add all the mods that didn't come from modpacks std::set<std::string> seen_this_iteration; for(std::vector<ModSpec>::const_iterator it = new_mods.begin(); it != new_mods.end(); ++it){ const ModSpec &mod = *it; if(mod.part_of_modpack != (bool)want_from_modpack) continue; if(existing_mods.count(mod.name) == 0){ // GOOD CASE: completely new mod. m_unsatisfied_mods.push_back(mod); existing_mods[mod.name] = m_unsatisfied_mods.size() - 1; } else if(seen_this_iteration.count(mod.name) == 0){ // BAD CASE: name conflict in different levels. u32 oldindex = existing_mods[mod.name]; const ModSpec &oldmod = m_unsatisfied_mods[oldindex]; warningstream<<"Mod name conflict detected: \"" <<mod.name<<"\""<<std::endl <<"Will not load: "<<oldmod.path<<std::endl <<"Overridden by: "<<mod.path<<std::endl; m_unsatisfied_mods[oldindex] = mod; // If there was a "VERY BAD CASE" name conflict // in an earlier level, ignore it. m_name_conflicts.erase(mod.name); } else{ // VERY BAD CASE: name conflict in the same level. u32 oldindex = existing_mods[mod.name]; const ModSpec &oldmod = m_unsatisfied_mods[oldindex]; warningstream<<"Mod name conflict detected: \"" <<mod.name<<"\""<<std::endl <<"Will not load: "<<oldmod.path<<std::endl <<"Will not load: "<<mod.path<<std::endl; m_unsatisfied_mods[oldindex] = mod; m_name_conflicts.insert(mod.name); } seen_this_iteration.insert(mod.name); } } } void ModConfiguration::resolveDependencies() { // Step 1: Compile a list of the mod names we're working with std::set<std::string> modnames; for(std::vector<ModSpec>::iterator it = m_unsatisfied_mods.begin(); it != m_unsatisfied_mods.end(); ++it){ modnames.insert((*it).name); } // Step 2: get dependencies (including optional dependencies) // of each mod, split mods into satisfied and unsatisfied std::list<ModSpec> satisfied; std::list<ModSpec> unsatisfied; for(std::vector<ModSpec>::iterator it = m_unsatisfied_mods.begin(); it != m_unsatisfied_mods.end(); ++it){ ModSpec mod = *it; mod.unsatisfied_depends = mod.depends; // check which optional dependencies actually exist for(std::set<std::string>::iterator it_optdep = mod.optdepends.begin(); it_optdep != mod.optdepends.end(); ++it_optdep){ std::string optdep = *it_optdep; if(modnames.count(optdep) != 0) mod.unsatisfied_depends.insert(optdep); } // if a mod has no depends it is initially satisfied if(mod.unsatisfied_depends.empty()) satisfied.push_back(mod); else unsatisfied.push_back(mod); } // Step 3: mods without unmet dependencies can be appended to // the sorted list. while(!satisfied.empty()){ ModSpec mod = satisfied.back(); m_sorted_mods.push_back(mod); satisfied.pop_back(); for(std::list<ModSpec>::iterator it = unsatisfied.begin(); it != unsatisfied.end(); ){ ModSpec& mod2 = *it; mod2.unsatisfied_depends.erase(mod.name); if(mod2.unsatisfied_depends.empty()){ satisfied.push_back(mod2); it = unsatisfied.erase(it); } else{ ++it; } } } // Step 4: write back list of unsatisfied mods m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end()); }