Example #1
0
Player::Player(IGameDef *gamedef):
	touching_ground(false),
	in_water(false),
	liquid_viscosity(0),
	is_climbing(false),
	swimming_up(false),
	camera_barely_in_ceiling(false),
	inventory(gamedef->idef()),
	hp(PLAYER_MAX_HP),
	peer_id(PEER_ID_INEXISTENT),
// protected
	m_gamedef(gamedef),
	m_pitch(0),
	m_yaw(0),
	m_speed(0,0,0),
	m_position(0,0,0)
{
	updateName("<not set>");
	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);

	// 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;]"
		"list[current_player;craftpreview;7,1;1,1;]";
}
Example #2
0
Player::Player(IGameDef *gamedef):
	touching_ground(false),
	in_liquid(false),
	in_liquid_stable(false),
	liquid_viscosity(0),
	is_climbing(false),
	swimming_vertical(false),
	camera_barely_in_ceiling(false),
	inventory(gamedef->idef()),
	hp(PLAYER_MAX_HP),
	breath(-1),
	peer_id(PEER_ID_INEXISTENT),
// protected
	m_gamedef(gamedef),
	m_pitch(0),
	m_yaw(0),
	m_speed(0,0,0),
	m_position(0,0,0),
	m_collisionbox(-BS*0.30,0.0,-BS*0.30,BS*0.30,BS*1.55,BS*0.30)
{
	updateName("<not set>");
	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);

	// 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;]"
		"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;

	// Movement overrides are multipliers and must be 1 by default
	physics_override_speed   = 1;
	physics_override_jump    = 1;
	physics_override_gravity = 1;

	hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
			 HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
			 HUD_FLAG_BREATHBAR_VISIBLE;

	hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
Example #3
0
Player::Player(const std::string & name, IItemDefManager *idef):
	inventory(idef),
	peer_id(PEER_ID_INEXISTENT),
	keyPressed(0),
// protected
	m_speed(0,0,0)
{
	peer_id = PEER_ID_INEXISTENT;
	m_name = name;
	hotbar_image_items = 0;

	inventory.clear();
	inventory.addList("main", PLAYER_INVENTORY_SIZE);
	inventory.addList("hand", 1);
	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;
	movement_fall_aerodynamics      = 110;
	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_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
Example #4
0
Player::Player(const char *name, IItemDefManager *idef):
	inventory(idef)
{
	strlcpy(m_name, name, PLAYERNAME_SIZE);

	inventory.clear();
	inventory.addList("main", PLAYER_INVENTORY_SIZE);
	inventory.addList("hand", 1);
	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);
}
bool PlayerDatabaseSQLite3::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
{
	verifyDatabase();

	str_to_sqlite(m_stmt_player_load, 1, player->getName());
	if (sqlite3_step(m_stmt_player_load) != SQLITE_ROW) {
		sqlite3_reset(m_stmt_player_load);
		return false;
	}
	sao->setPitch(sqlite_to_float(m_stmt_player_load, 0));
	sao->setYaw(sqlite_to_float(m_stmt_player_load, 1));
	sao->setBasePosition(sqlite_to_v3f(m_stmt_player_load, 2));
	sao->setHPRaw((s16) MYMIN(sqlite_to_int(m_stmt_player_load, 5), S16_MAX));
	sao->setBreath((u16) MYMIN(sqlite_to_int(m_stmt_player_load, 6), U16_MAX), false);
	sqlite3_reset(m_stmt_player_load);

	// Load inventory
	str_to_sqlite(m_stmt_player_load_inventory, 1, player->getName());
	while (sqlite3_step(m_stmt_player_load_inventory) == SQLITE_ROW) {
		InventoryList *invList = player->inventory.addList(
			sqlite_to_string(m_stmt_player_load_inventory, 2),
			sqlite_to_uint(m_stmt_player_load_inventory, 3));
		invList->setWidth(sqlite_to_uint(m_stmt_player_load_inventory, 1));

		u32 invId = sqlite_to_uint(m_stmt_player_load_inventory, 0);

		str_to_sqlite(m_stmt_player_load_inventory_items, 1, player->getName());
		int_to_sqlite(m_stmt_player_load_inventory_items, 2, invId);
		while (sqlite3_step(m_stmt_player_load_inventory_items) == SQLITE_ROW) {
			const std::string itemStr = sqlite_to_string(m_stmt_player_load_inventory_items, 1);
			if (itemStr.length() > 0) {
				ItemStack stack;
				stack.deSerialize(itemStr);
				invList->addItem(sqlite_to_uint(m_stmt_player_load_inventory_items, 0), stack);
			}
		}
		sqlite3_reset(m_stmt_player_load_inventory_items);
	}

	sqlite3_reset(m_stmt_player_load_inventory);

	str_to_sqlite(m_stmt_player_metadata_load, 1, sao->getPlayer()->getName());
	while (sqlite3_step(m_stmt_player_metadata_load) == SQLITE_ROW) {
		std::string attr = sqlite_to_string(m_stmt_player_metadata_load, 0);
		std::string value = sqlite_to_string(m_stmt_player_metadata_load, 1);

		sao->setExtendedAttribute(attr, value);
	}
	sqlite3_reset(m_stmt_player_metadata_load);
	return true;
}
Example #6
0
Player::Player(IGameDef *gamedef):
    touching_ground(false),
    in_liquid(false),
    in_liquid_stable(false),
    liquid_viscosity(0),
    is_climbing(false),
    swimming_vertical(false),
    camera_barely_in_ceiling(false),
    inventory(gamedef->idef()),
    hp(PLAYER_MAX_HP),
    peer_id(PEER_ID_INEXISTENT),
// protected
    m_gamedef(gamedef),
    m_pitch(0),
    m_yaw(0),
    m_speed(0,0,0),
    m_position(0,0,0)
{
    updateName("<not set>");
    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);

    // 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;]"
                          "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;
}
Example #7
0
// set_width(self, listname, size)
int InvRef::l_set_width(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	InvRef *ref = checkobject(L, 1);
	const char *listname = luaL_checkstring(L, 2);
	int newwidth = luaL_checknumber(L, 3);
	Inventory *inv = getinv(L, ref);
	if(inv == NULL){
		return 0;
	}
	InventoryList *list = inv->getList(listname);
	if(list){
		list->setWidth(newwidth);
	} else {
		return 0;
	}
	reportInventoryChange(L, ref);
	return 0;
}
bool PlayerDatabasePostgreSQL::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
{
	sanity_check(sao);
	verifyDatabase();

	const char *values[] = { player->getName() };
	PGresult *results = execPrepared("load_player", 1, values, false, false);

	// Player not found, return not found
	if (!PQntuples(results)) {
		PQclear(results);
		return false;
	}

	sao->setPitch(pg_to_float(results, 0, 0));
	sao->setYaw(pg_to_float(results, 0, 1));
	sao->setBasePosition(v3f(
		pg_to_float(results, 0, 2),
		pg_to_float(results, 0, 3),
		pg_to_float(results, 0, 4))
	);
	sao->setHPRaw((s16) pg_to_int(results, 0, 5));
	sao->setBreath((u16) pg_to_int(results, 0, 6), false);

	PQclear(results);

	// Load inventory
	results = execPrepared("load_player_inventories", 1, values, false, false);

	int resultCount = PQntuples(results);

	for (int row = 0; row < resultCount; ++row) {
		InventoryList* invList = player->inventory.
			addList(PQgetvalue(results, row, 2), pg_to_uint(results, row, 3));
		invList->setWidth(pg_to_uint(results, row, 1));

		u32 invId = pg_to_uint(results, row, 0);
		std::string invIdStr = itos(invId);

		const char* values2[] = {
			player->getName(),
			invIdStr.c_str()
		};
		PGresult *results2 = execPrepared("load_player_inventory_items", 2,
			values2, false, false);

		int resultCount2 = PQntuples(results2);
		for (int row2 = 0; row2 < resultCount2; row2++) {
			const std::string itemStr = PQgetvalue(results2, row2, 1);
			if (itemStr.length() > 0) {
				ItemStack stack;
				stack.deSerialize(itemStr);
				invList->changeItem(pg_to_uint(results2, row2, 0), stack);
			}
		}
		PQclear(results2);
	}

	PQclear(results);

	results = execPrepared("load_player_metadata", 1, values, false);

	int numrows = PQntuples(results);
	for (int row = 0; row < numrows; row++) {
		sao->getMeta().setString(PQgetvalue(results, row, 0), PQgetvalue(results, row, 1));
	}
	sao->getMeta().setModified(false);

	PQclear(results);

	return true;
}