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player.cpp
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262 lines (223 loc) · 6.59 KB
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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "player.h"
#include <cmath>
#include "hud_element.h"
#include "constants.h"
#include "gamedef.h"
#include <tuple>
const struct EnumString es_CameraMode[] = {
{CAMERA_MODE_ANY, "any"},
{CAMERA_MODE_FIRST, "first"},
{CAMERA_MODE_THIRD, "third"},
{CAMERA_MODE_THIRD_FRONT, "third_front"},
{0, nullptr}
};
bool is_valid_player_name(std::string_view name)
{
return !name.empty() && name.size() <= PLAYERNAME_SIZE && string_allowed(name, PLAYERNAME_ALLOWED_CHARS);
}
Player::Player(const std::string &name, IItemDefManager *idef):
inventory(idef)
{
m_name = name;
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_FLAG_BASIC_DEBUG |
HUD_FLAG_CHAT_VISIBLE;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
Player::~Player()
{
clearHud();
}
void Player::setWieldIndex(u16 index)
{
const InventoryList *mlist = inventory.getList("main");
m_wield_index = MYMIN(index, mlist ? mlist->getSize() : 0);
}
u16 Player::getWieldIndex()
{
return std::min(m_wield_index, getMaxHotbarItemcount());
}
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)
{
u32 id = getFreeHudID();
if (id < hud.size())
hud[id] = toadd;
else
hud.push_back(toadd);
return id;
}
HudElement* Player::getHud(u32 id)
{
if (id < hud.size())
return hud[id];
return nullptr;
}
HudElement* Player::removeHud(u32 id)
{
HudElement* retval = nullptr;
if (id < hud.size()) {
retval = hud[id];
hud[id] = nullptr;
}
// shrink list if possible
while (!hud.empty() && hud.back() == nullptr)
hud.pop_back();
return retval;
}
void Player::clearHud()
{
while (!hud.empty()) {
delete hud.back();
hud.pop_back();
}
}
u16 Player::getMaxHotbarItemcount()
{
InventoryList *mainlist = inventory.getList("main");
return mainlist ? std::min(mainlist->getSize(), (u32) hud_hotbar_itemcount) : 0;
}
void PlayerControl::setMovementFromKeys()
{
bool a_up = direction_keys & (1 << 0),
a_down = direction_keys & (1 << 1),
a_left = direction_keys & (1 << 2),
a_right = direction_keys & (1 << 3);
if (a_up || a_down || a_left || a_right) {
// if contradictory keys pressed, stay still
if (a_up && a_down && a_left && a_right)
movement_speed = 0.0f;
else if (a_up && a_down && !a_left && !a_right)
movement_speed = 0.0f;
else if (!a_up && !a_down && a_left && a_right)
movement_speed = 0.0f;
else
// If there is a keyboard event, assume maximum speed
movement_speed = 1.0f;
}
// Check keyboard for input
float x = 0, y = 0;
if (a_up)
y += 1;
if (a_down)
y -= 1;
if (a_left)
x -= 1;
if (a_right)
x += 1;
if (x != 0 || y != 0)
// If there is a keyboard event, it takes priority
movement_direction = std::atan2(x, y);
}
u32 PlayerControl::getKeysPressed() const
{
u32 keypress_bits =
( (u32)(jump & 1) << 4) |
( (u32)(aux1 & 1) << 5) |
( (u32)(sneak & 1) << 6) |
( (u32)(dig & 1) << 7) |
( (u32)(place & 1) << 8) |
( (u32)(zoom & 1) << 9)
;
// If any direction keys are pressed pass those through
if (direction_keys != 0)
{
keypress_bits |= direction_keys;
}
// Otherwise set direction keys based on joystick movement (for mod compatibility)
else if (isMoving())
{
float abs_d;
// (absolute value indicates forward / backward)
abs_d = std::abs(movement_direction);
if (abs_d < 3.0f / 8.0f * M_PI)
keypress_bits |= (u32)1; // Forward
if (abs_d > 5.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 1; // Backward
// rotate entire coordinate system by 90 degree
abs_d = movement_direction + M_PI_2;
if (abs_d >= M_PI)
abs_d -= 2 * M_PI;
abs_d = std::abs(abs_d);
// (value now indicates left / right)
if (abs_d < 3.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 2; // Left
if (abs_d > 5.0f / 8.0f * M_PI)
keypress_bits |= (u32)1 << 3; // Right
}
return keypress_bits;
}
void PlayerControl::unpackKeysPressed(u32 keypress_bits)
{
direction_keys = keypress_bits & 0xf;
jump = keypress_bits & (1 << 4);
aux1 = keypress_bits & (1 << 5);
sneak = keypress_bits & (1 << 6);
dig = keypress_bits & (1 << 7);
place = keypress_bits & (1 << 8);
zoom = keypress_bits & (1 << 9);
}
v2f PlayerControl::getMovement() const
{
return v2f(std::sin(movement_direction), std::cos(movement_direction)) * movement_speed;
}
static auto tie(const PlayerPhysicsOverride &o)
{
// Make sure to add new members to this list!
return std::tie(
o.speed, o.jump, o.gravity, o.sneak, o.sneak_glitch, o.upward_rejump, o.loose_lips, o.new_move, o.speed_climb,
o.speed_crouch, o.liquid_fluidity, o.liquid_fluidity_smooth, o.liquid_sink,
o.acceleration_default, o.acceleration_air, o.speed_fast, o.acceleration_fast,
o.speed_walk
);
}
bool PlayerPhysicsOverride::operator==(const PlayerPhysicsOverride &other) const
{
return tie(*this) == tie(other);
}