Merge branch 'main' into lua_audio
This commit is contained in:
commit
454a354941
@ -7,7 +7,8 @@
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#include "../typedefs.h"
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struct item_funcs_set {
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bool init: 1;
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bool init: 1;
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bool on_use: 1;
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bool on_use_on_block: 1;
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bool on_block_break_by: 1;
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};
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@ -32,103 +32,103 @@ const float CROUCH_SHIFT_Y = -0.2f;
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CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
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: player(player),
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camera(player->camera),
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currentViewCamera(player->currentCamera),
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settings(settings),
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offset(0.0f, 0.7f, 0.0f) {
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: player(player),
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camera(player->camera),
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currentViewCamera(player->currentCamera),
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settings(settings),
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offset(0.0f, 0.7f, 0.0f) {
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}
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void CameraControl::refresh() {
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camera->position = player->hitbox->position + offset;
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camera->position = player->hitbox->position + offset;
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}
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void CameraControl::updateMouse(PlayerInput& input) {
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glm::vec2& cam = player->cam;
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glm::vec2& cam = player->cam;
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float sensitivity = (input.zoom ? settings.sensitivity / 4.f : settings.sensitivity);
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cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity);
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float sensitivity = (input.zoom ? settings.sensitivity / 4.f : settings.sensitivity);
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cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity);
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if (cam.y < -89.9f) {
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cam.y = -89.9f;
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}
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else if (cam.y > 89.9f) {
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cam.y = 89.9f;
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}
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if (cam.x > 180.f) {
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cam.x -= 360.f;
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}
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else if (cam.x < -180.f) {
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cam.x += 360.f;
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}
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if (cam.y < -89.9f) {
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cam.y = -89.9f;
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}
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else if (cam.y > 89.9f) {
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cam.y = 89.9f;
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}
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if (cam.x > 180.f) {
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cam.x -= 360.f;
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}
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else if (cam.x < -180.f) {
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cam.x += 360.f;
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}
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camera->rotation = glm::mat4(1.0f);
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camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0);
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camera->rotation = glm::mat4(1.0f);
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camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0);
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}
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void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
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Hitbox* hitbox = player->hitbox.get();
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Hitbox* hitbox = player->hitbox.get();
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offset = glm::vec3(0.0f, 0.7f, 0.0f);
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offset = glm::vec3(0.0f, 0.7f, 0.0f);
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if (settings.shaking && !input.cheat) {
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const float k = CAM_SHAKE_DELTA_K;
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const float oh = CAM_SHAKE_OFFSET;
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox->velocity;
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if (settings.shaking && !input.cheat) {
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const float k = CAM_SHAKE_DELTA_K;
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const float oh = CAM_SHAKE_OFFSET;
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox->velocity;
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox->grounded && interpVel.y < 0.0f){
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interpVel.y *= -30.0f;
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}
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shake = shake * (1.0f - delta * k);
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if (hitbox->grounded) {
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float f = glm::length(glm::vec2(vel.x, vel.z));
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shakeTimer += delta * f * CAM_SHAKE_SPEED;
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shake += f * delta * k;
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}
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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offset -= glm::min(interpVel * 0.05f, 1.0f);
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}
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox->grounded && interpVel.y < 0.0f){
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interpVel.y *= -30.0f;
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}
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shake = shake * (1.0f - delta * k);
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if (hitbox->grounded) {
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float f = glm::length(glm::vec2(vel.x, vel.z));
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shakeTimer += delta * f * CAM_SHAKE_SPEED;
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shake += f * delta * k;
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}
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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offset -= glm::min(interpVel * 0.05f, 1.0f);
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}
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if (settings.fovEvents){
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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if (settings.fovEvents){
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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float dt = fmin(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (crouch){
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offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
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zoomValue = CROUCH_ZOOM;
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} else if (input.sprint){
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zoomValue = RUN_ZOOM;
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}
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if (input.zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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}
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float dt = fmin(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (crouch){
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offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
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zoomValue = CROUCH_ZOOM;
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} else if (input.sprint){
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zoomValue = RUN_ZOOM;
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}
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if (input.zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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}
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auto spCamera = player->spCamera;
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auto tpCamera = player->tpCamera;
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if (input.cameraMode) { //ugly but effective
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if (player->currentCamera == camera)
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player->currentCamera = tpCamera;
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else if (player->currentCamera == spCamera)
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player->currentCamera = camera;
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else if (player->currentCamera == tpCamera)
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player->currentCamera = spCamera;
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}
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if (player->currentCamera == spCamera) {
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spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f*(camera->front);
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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}
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else if (player->currentCamera == tpCamera) {
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tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * (camera->front);
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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}
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if (input.cameraMode) { //ugly but effective
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if (player->currentCamera == camera)
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player->currentCamera = tpCamera;
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else if (player->currentCamera == spCamera)
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player->currentCamera = camera;
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else if (player->currentCamera == tpCamera)
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player->currentCamera = spCamera;
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}
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if (player->currentCamera == spCamera) {
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spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f*(camera->front);
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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}
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else if (player->currentCamera == tpCamera) {
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tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * (camera->front);
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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}
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}
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glm::vec3 PlayerController::selectedBlockPosition;
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@ -141,167 +141,194 @@ PlayerController::PlayerController(
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Level* level,
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const EngineSettings& settings,
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BlocksController* blocksController)
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: level(level),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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: level(level),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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blocksController(blocksController) {
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}
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void PlayerController::update(float delta, bool input, bool pause) {
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if (!pause) {
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if (input) {
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updateKeyboard();
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} else {
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resetKeyboard();
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}
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if (!pause) {
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if (input) {
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updateKeyboard();
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} else {
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resetKeyboard();
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}
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updateCamera(delta, input);
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updateControls(delta);
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updateControls(delta);
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}
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camControl.refresh();
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if (input) {
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updateInteraction();
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} else {
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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}
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camControl.refresh();
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if (input) {
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updateInteraction();
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} else {
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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}
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void PlayerController::updateKeyboard() {
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input.moveForward = Events::active(BIND_MOVE_FORWARD);
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input.moveBack = Events::active(BIND_MOVE_BACK);
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input.moveLeft = Events::active(BIND_MOVE_LEFT);
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input.moveRight = Events::active(BIND_MOVE_RIGHT);
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input.sprint = Events::active(BIND_MOVE_SPRINT);
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input.shift = Events::active(BIND_MOVE_CROUCH);
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input.cheat = Events::active(BIND_MOVE_CHEAT);
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input.jump = Events::active(BIND_MOVE_JUMP);
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input.zoom = Events::active(BIND_CAM_ZOOM);
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input.cameraMode = Events::jactive(BIND_CAM_MODE);
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input.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
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input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
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input.moveForward = Events::active(BIND_MOVE_FORWARD);
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input.moveBack = Events::active(BIND_MOVE_BACK);
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input.moveLeft = Events::active(BIND_MOVE_LEFT);
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input.moveRight = Events::active(BIND_MOVE_RIGHT);
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input.sprint = Events::active(BIND_MOVE_SPRINT);
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input.shift = Events::active(BIND_MOVE_CROUCH);
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input.cheat = Events::active(BIND_MOVE_CHEAT);
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input.jump = Events::active(BIND_MOVE_JUMP);
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input.zoom = Events::active(BIND_CAM_ZOOM);
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input.cameraMode = Events::jactive(BIND_CAM_MODE);
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input.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
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input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
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}
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void PlayerController::updateCamera(float delta, bool movement) {
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if (movement) {
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camControl.updateMouse(input);
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}
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camControl.update(input, delta, level->chunks.get());
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if (movement) {
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camControl.updateMouse(input);
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}
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camControl.update(input, delta, level->chunks.get());
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}
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void PlayerController::resetKeyboard() {
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input.zoom = false;
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input.moveForward = false;
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input.moveBack = false;
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input.moveLeft = false;
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input.moveRight = false;
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input.sprint = false;
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input.shift = false;
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input.cheat = false;
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input.jump = false;
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input.zoom = false;
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input.moveForward = false;
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input.moveBack = false;
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input.moveLeft = false;
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input.moveRight = false;
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input.sprint = false;
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input.shift = false;
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input.cheat = false;
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input.jump = false;
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}
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void PlayerController::updateControls(float delta){
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player->updateInput(level, input, delta);
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player->updateInput(level, input, delta);
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}
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static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) {
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if (def && def->rotatable){
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) return BLOCK_DIR_WEST;
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else if (norm.x > 0.0f) return BLOCK_DIR_EAST;
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else if (norm.y > 0.0f) return BLOCK_DIR_UP;
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else if (norm.y < 0.0f) return BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
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}
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else if (name == "pane") {
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if (abs(camDir.x) > abs(camDir.z)){
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if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
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if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
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}
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if (abs(camDir.x) < abs(camDir.z)){
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if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
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if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
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}
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}
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}
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return 0;
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}
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z) {
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Block* block = indices->getBlockDef(chunks->get(x,y,z)->id);
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itemid_t id = block->rt.pickingItem;
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||||
auto inventory = player->getInventory();
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||||
size_t slotid = inventory->findSlotByItem(id, 0, 10);
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if (slotid == Inventory::npos) {
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slotid = player->getChosenSlot();
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} else {
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player->setChosenSlot(slotid);
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||||
}
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ItemStack& stack = inventory->getSlot(slotid);
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if (stack.getItemId() != id) {
|
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stack.set(ItemStack(id, 1));
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||||
}
|
||||
}
|
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|
||||
void PlayerController::updateInteraction(){
|
||||
auto indices = level->content->getIndices();
|
||||
Chunks* chunks = level->chunks.get();
|
||||
Lighting* lighting = level->lighting.get();
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Camera* camera = player->camera.get();
|
||||
glm::vec3 end;
|
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glm::ivec3 iend;
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||||
glm::ivec3 norm;
|
||||
auto indices = level->content->getIndices();
|
||||
Chunks* chunks = level->chunks.get();
|
||||
Lighting* lighting = level->lighting.get();
|
||||
Camera* camera = player->camera.get();
|
||||
|
||||
bool xkey = Events::pressed(keycode::X);
|
||||
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
|
||||
(xkey && Events::active(BIND_PLAYER_ATTACK));
|
||||
bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
|
||||
(xkey && Events::active(BIND_PLAYER_BUILD));
|
||||
float maxDistance = 10.0f;
|
||||
if (xkey) {
|
||||
maxDistance *= 20.0f;
|
||||
}
|
||||
bool xkey = Events::pressed(keycode::X);
|
||||
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
|
||||
(xkey && Events::active(BIND_PLAYER_ATTACK));
|
||||
bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
|
||||
(xkey && Events::active(BIND_PLAYER_BUILD));
|
||||
float maxDistance = 10.0f;
|
||||
if (xkey) {
|
||||
maxDistance *= 20.0f;
|
||||
}
|
||||
auto inventory = player->getInventory();
|
||||
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
|
||||
ItemDef* item = indices->getItemDef(stack.getItemId());
|
||||
|
||||
voxel* vox = chunks->rayCast(camera->position,
|
||||
camera->front,
|
||||
maxDistance,
|
||||
end, norm, iend);
|
||||
if (vox != nullptr){
|
||||
player->selectedVoxel = *vox;
|
||||
selectedBlockId = vox->id;
|
||||
selectedBlockStates = vox->states;
|
||||
selectedBlockPosition = iend;
|
||||
selectedPointPosition = end;
|
||||
selectedBlockNormal = norm;
|
||||
int x = iend.x;
|
||||
int y = iend.y;
|
||||
int z = iend.z;
|
||||
uint8_t states = 0;
|
||||
glm::vec3 end;
|
||||
glm::ivec3 iend;
|
||||
glm::ivec3 norm;
|
||||
voxel* vox = chunks->rayCast(
|
||||
camera->position,
|
||||
camera->front,
|
||||
maxDistance,
|
||||
end, norm, iend
|
||||
);
|
||||
if (vox != nullptr){
|
||||
player->selectedVoxel = *vox;
|
||||
selectedBlockId = vox->id;
|
||||
selectedBlockStates = vox->states;
|
||||
selectedBlockPosition = iend;
|
||||
selectedPointPosition = end;
|
||||
selectedBlockNormal = norm;
|
||||
int x = iend.x;
|
||||
int y = iend.y;
|
||||
int z = iend.z;
|
||||
|
||||
auto inventory = player->getInventory();
|
||||
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
|
||||
ItemDef* item = indices->getItemDef(stack.getItemId());
|
||||
Block* def = indices->getBlockDef(item->rt.placingBlock);
|
||||
if (def && def->rotatable){
|
||||
const std::string& name = def->rotations.name;
|
||||
if (name == "pipe") {
|
||||
if (norm.x < 0.0f) states = BLOCK_DIR_WEST;
|
||||
else if (norm.x > 0.0f) states = BLOCK_DIR_EAST;
|
||||
else if (norm.y > 0.0f) states = BLOCK_DIR_UP;
|
||||
else if (norm.y < 0.0f) states = BLOCK_DIR_DOWN;
|
||||
else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH;
|
||||
else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH;
|
||||
} else if (name == "pane") {
|
||||
glm::vec3 vec = camera->dir;
|
||||
if (abs(vec.x) > abs(vec.z)){
|
||||
if (vec.x > 0.0f) states = BLOCK_DIR_EAST;
|
||||
if (vec.x < 0.0f) states = BLOCK_DIR_WEST;
|
||||
}
|
||||
if (abs(vec.x) < abs(vec.z)){
|
||||
if (vec.z > 0.0f) states = BLOCK_DIR_SOUTH;
|
||||
if (vec.z < 0.0f) states = BLOCK_DIR_NORTH;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (lclick) {
|
||||
if (!input.shift && item->rt.funcsset.on_block_break_by) {
|
||||
if (scripting::on_item_break_block(player.get(), item, x, y, z))
|
||||
return;
|
||||
}
|
||||
Block* def = indices->getBlockDef(item->rt.placingBlock);
|
||||
uint8_t states = determine_rotation(def, norm, camera->dir);
|
||||
|
||||
if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
|
||||
if (scripting::on_item_break_block(player.get(), item, x, y, z))
|
||||
return;
|
||||
}
|
||||
|
||||
Block* target = indices->getBlockDef(vox->id);
|
||||
if (lclick && target->breakable){
|
||||
Block* target = indices->getBlockDef(vox->id);
|
||||
if (lclick && target->breakable){
|
||||
blocksController->breakBlock(player.get(), target, x, y, z);
|
||||
}
|
||||
if (rclick) {
|
||||
if (!input.shift && item->rt.funcsset.on_use_on_block) {
|
||||
if (scripting::on_item_use_on_block(player.get(), item, x, y, z))
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (def && rclick){
|
||||
if (rclick && !input.shift) {
|
||||
bool preventDefault = false;
|
||||
|
||||
if (item->rt.funcsset.on_use) {
|
||||
preventDefault |= scripting::on_item_use(player.get(), item);
|
||||
}
|
||||
if (item->rt.funcsset.on_use_on_block) {
|
||||
preventDefault |= scripting::on_item_use_on_block(player.get(), item, x, y, z);
|
||||
}
|
||||
if (preventDefault) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (def && rclick){
|
||||
if (!input.shift && target->rt.funcsset.oninteract) {
|
||||
if (scripting::on_block_interact(player.get(), target, x, y, z))
|
||||
return;
|
||||
}
|
||||
if (!target->replaceable){
|
||||
x = (iend.x)+(norm.x);
|
||||
y = (iend.y)+(norm.y);
|
||||
z = (iend.z)+(norm.z);
|
||||
} else {
|
||||
if (!target->replaceable){
|
||||
x = (iend.x)+(norm.x);
|
||||
y = (iend.y)+(norm.y);
|
||||
z = (iend.z)+(norm.z);
|
||||
} else {
|
||||
if (def->rotations.name == "pipe") {
|
||||
states = BLOCK_DIR_UP;
|
||||
}
|
||||
}
|
||||
vox = chunks->get(x, y, z);
|
||||
vox = chunks->get(x, y, z);
|
||||
blockid_t chosenBlock = def->rt.id;
|
||||
if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
|
||||
if (!level->physics->isBlockInside(x,y,z, player->hitbox.get())
|
||||
|| !def->obstacle){
|
||||
if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
|
||||
if (!level->physics->isBlockInside(x,y,z, player->hitbox.get())
|
||||
|| !def->obstacle){
|
||||
if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
|
||||
chosenBlock = 0;
|
||||
}
|
||||
@ -313,28 +340,21 @@ void PlayerController::updateInteraction(){
|
||||
}
|
||||
blocksController->updateSides(x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Events::jactive(BIND_PLAYER_PICK)){
|
||||
Block* block = indices->getBlockDef(chunks->get(x,y,z)->id);
|
||||
itemid_t id = block->rt.pickingItem;
|
||||
auto inventory = player->getInventory();
|
||||
size_t slotid = inventory->findSlotByItem(id, 0, 10);
|
||||
if (slotid == Inventory::npos) {
|
||||
slotid = player->getChosenSlot();
|
||||
} else {
|
||||
player->setChosenSlot(slotid);
|
||||
}
|
||||
ItemStack& stack = inventory->getSlot(slotid);
|
||||
if (stack.getItemId() != id) {
|
||||
stack.set(ItemStack(id, 1));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
selectedBlockId = -1;
|
||||
selectedBlockStates = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Events::jactive(BIND_PLAYER_PICK)) {
|
||||
pick_block(indices, chunks, player.get(), x, y, z);
|
||||
}
|
||||
} else {
|
||||
selectedBlockId = -1;
|
||||
selectedBlockStates = 0;
|
||||
}
|
||||
if (rclick) {
|
||||
if (item->rt.funcsset.on_use) {
|
||||
scripting::on_item_use(player.get(), item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Player* PlayerController::getPlayer() {
|
||||
|
||||
@ -187,6 +187,17 @@ bool scripting::on_block_interact(Player* player, const Block* block, int x, int
|
||||
return false;
|
||||
}
|
||||
|
||||
bool scripting::on_item_use(Player* player, const ItemDef* item) {
|
||||
std::string name = item->name+".use";
|
||||
if (state->getglobal(name)) {
|
||||
state->pushinteger(player->getId());
|
||||
if (state->callNoThrow(4)) {
|
||||
return state->toboolean(-1);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z) {
|
||||
std::string name = item->name+".useon";
|
||||
if (state->getglobal(name)) {
|
||||
@ -263,6 +274,7 @@ void scripting::load_item_script(int env, std::string prefix, fs::path file, ite
|
||||
state->execute(env, src, file.u8string());
|
||||
|
||||
funcsset.init = register_event(env, "init", prefix+".init");
|
||||
funcsset.on_use = register_event(env, "on_use", prefix+".use");
|
||||
funcsset.on_use_on_block = register_event(env, "on_use_on_block", prefix+".useon");
|
||||
funcsset.on_block_break_by = register_event(env, "on_block_break_by", prefix+".blockbreakby");
|
||||
}
|
||||
|
||||
@ -30,7 +30,7 @@ namespace scripting {
|
||||
extern Level* level;
|
||||
extern BlocksController* blocks;
|
||||
|
||||
/* Lua environment wrapper for automatic deletion */
|
||||
/// @brief Lua environment wrapper for automatic deletion
|
||||
class Environment {
|
||||
int env;
|
||||
public:
|
||||
@ -58,34 +58,51 @@ namespace scripting {
|
||||
void on_block_broken(Player* player, const Block* block, int x, int y, int z);
|
||||
bool on_block_interact(Player* player, const Block* block, int x, int y, int z);
|
||||
|
||||
/** Called on RMB click on block with the item selected
|
||||
@return true if prevents default action */
|
||||
/// @brief Called on RMB click with the item selected
|
||||
/// @return true if prevents default action
|
||||
bool on_item_use(Player* player, const ItemDef* item);
|
||||
|
||||
/// @brief Called on RMB click on block with the item selected
|
||||
/// @return true if prevents default action
|
||||
bool on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z);
|
||||
/** Called on LMB click on block with the item selected
|
||||
@return true if prevents default action */
|
||||
|
||||
/// @brief Called on LMB click on block with the item selected
|
||||
/// @return true if prevents default action
|
||||
bool on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z);
|
||||
|
||||
/** Called on UI view show */
|
||||
/// @brief Called on UI view show
|
||||
void on_ui_open(UiDocument* layout, Inventory* inventory, glm::ivec3 blockcoord);
|
||||
/** Called on UI view close*/
|
||||
|
||||
/// @brief Called on UI view close
|
||||
void on_ui_close(UiDocument* layout, Inventory* inventory);
|
||||
|
||||
/** Load script associated with a Block */
|
||||
/// @brief Load script associated with a Block
|
||||
/// @param env environment id
|
||||
/// @param prefix pack id
|
||||
/// @param file item script file
|
||||
/// @param funcsset block callbacks set
|
||||
void load_block_script(int env, std::string prefix, fs::path file, block_funcs_set& funcsset);
|
||||
/** Load script associated with an Item */
|
||||
void load_item_script(int env, std::string prefix, fs::path file, item_funcs_set& funcsset);
|
||||
|
||||
/**
|
||||
* Load package-specific world script
|
||||
* @param env environment id
|
||||
* @param packid content-pack id
|
||||
* @param file script file path
|
||||
*/
|
||||
/// @brief Load script associated with an Item
|
||||
/// @param env environment id
|
||||
/// @param prefix pack id
|
||||
/// @param file item script file
|
||||
/// @param funcsset item callbacks set
|
||||
void load_item_script(int env, std::string prefix, fs::path file, item_funcs_set& funcsset);
|
||||
|
||||
/// @brief Load package-specific world script
|
||||
/// @param env environment id
|
||||
/// @param packid content-pack id
|
||||
/// @param file script file path
|
||||
void load_world_script(int env, std::string packid, fs::path file);
|
||||
|
||||
/** Load script associated with an UiDocument */
|
||||
/// @brief Load script associated with an UiDocument
|
||||
/// @param env environment id
|
||||
/// @param prefix pack id
|
||||
/// @param file item script file
|
||||
/// @param script document script info
|
||||
void load_layout_script(int env, std::string prefix, fs::path file, uidocscript& script);
|
||||
|
||||
/** Finalize lua state. Using scripting after will lead to Lua panic */
|
||||
/// @brief Finalize lua state. Using scripting after will lead to Lua panic
|
||||
void close();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user