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* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Scripting WIPPerttu Ahola2011-11-29
* reorganized a lot of stuff and modified mapgen and objects slightly while doi...Perttu Ahola2011-06-26
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
* items now fall by gravity... also some other random updatingPerttu Ahola2011-04-10
* Some progress on transitioning from MapBlockObject to ActiveObject.Perttu Ahola2011-04-08
* Removed lua stuffPerttu Ahola2011-04-03
* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
n99'>99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177
/*
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();
}