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Works by detecting a collision while moving forward and then simulating a jump. If the simulated jump is more successful, an artificial jump key press is injected in the client. Includes setting and key change GUI element for enabling and disabling this feature.
153 lines
4.2 KiB
C++
153 lines
4.2 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "player.h"
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#include "threading/mutex_auto_lock.h"
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#include "util/numeric.h"
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#include "hud.h"
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#include "constants.h"
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#include "gamedef.h"
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#include "settings.h"
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#include "log.h"
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#include "porting.h" // strlcpy
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Player::Player(const char *name, IItemDefManager *idef):
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inventory(idef)
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{
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strlcpy(m_name, name, PLAYERNAME_SIZE);
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inventory.clear();
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inventory.addList("main", PLAYER_INVENTORY_SIZE);
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InventoryList *craft = inventory.addList("craft", 9);
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craft->setWidth(3);
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inventory.addList("craftpreview", 1);
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inventory.addList("craftresult", 1);
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inventory.setModified(false);
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// Can be redefined via Lua
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inventory_formspec = "size[8,7.5]"
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//"image[1,0.6;1,2;player.png]"
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"list[current_player;main;0,3.5;8,4;]"
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"list[current_player;craft;3,0;3,3;]"
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"listring[]"
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"list[current_player;craftpreview;7,1;1,1;]";
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// Initialize movement settings at default values, so movement can work
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// if the server fails to send them
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movement_acceleration_default = 3 * BS;
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movement_acceleration_air = 2 * BS;
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movement_acceleration_fast = 10 * BS;
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movement_speed_walk = 4 * BS;
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movement_speed_crouch = 1.35 * BS;
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movement_speed_fast = 20 * BS;
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movement_speed_climb = 2 * BS;
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movement_speed_jump = 6.5 * BS;
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movement_liquid_fluidity = 1 * BS;
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movement_liquid_fluidity_smooth = 0.5 * BS;
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movement_liquid_sink = 10 * BS;
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movement_gravity = 9.81 * BS;
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local_animation_speed = 0.0;
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hud_flags =
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HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
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HUD_FLAG_MINIMAP_RADAR_VISIBLE;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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m_player_settings.readGlobalSettings();
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// Register player setting callbacks
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for (const std::string &name : m_player_settings.setting_names)
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g_settings->registerChangedCallback(name,
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&Player::settingsChangedCallback, &m_player_settings);
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}
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Player::~Player()
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{
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// m_player_settings becomes invalid, remove callbacks
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for (const std::string &name : m_player_settings.setting_names)
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g_settings->deregisterChangedCallback(name,
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&Player::settingsChangedCallback, &m_player_settings);
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clearHud();
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}
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u32 Player::addHud(HudElement *toadd)
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{
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MutexAutoLock lock(m_mutex);
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u32 id = getFreeHudID();
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if (id < hud.size())
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hud[id] = toadd;
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else
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hud.push_back(toadd);
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return id;
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}
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HudElement* Player::getHud(u32 id)
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{
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MutexAutoLock lock(m_mutex);
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if (id < hud.size())
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return hud[id];
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return NULL;
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}
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HudElement* Player::removeHud(u32 id)
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{
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MutexAutoLock lock(m_mutex);
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HudElement* retval = NULL;
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if (id < hud.size()) {
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retval = hud[id];
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hud[id] = NULL;
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}
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return retval;
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}
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void Player::clearHud()
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{
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MutexAutoLock lock(m_mutex);
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while(!hud.empty()) {
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delete hud.back();
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hud.pop_back();
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}
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}
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void PlayerSettings::readGlobalSettings()
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{
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free_move = g_settings->getBool("free_move");
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fast_move = g_settings->getBool("fast_move");
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continuous_forward = g_settings->getBool("continuous_forward");
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always_fly_fast = g_settings->getBool("always_fly_fast");
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aux1_descends = g_settings->getBool("aux1_descends");
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noclip = g_settings->getBool("noclip");
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autojump = g_settings->getBool("autojump");
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}
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void Player::settingsChangedCallback(const std::string &name, void *data)
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{
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((PlayerSettings *)data)->readGlobalSettings();
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}
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