2012-03-31 15:23:26 +02:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2012-03-31 15:23:26 +02:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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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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2012-03-31 15:23:26 +02:00
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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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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2012-03-31 15:23:26 +02:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2012-03-31 15:23:26 +02:00
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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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#ifndef LOCALPLAYER_HEADER
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#define LOCALPLAYER_HEADER
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#include "player.h"
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2016-10-08 17:56:38 +02:00
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#include "environment.h"
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2012-12-20 18:19:49 +01:00
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#include <list>
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2012-03-31 15:23:26 +02:00
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2016-10-08 17:56:38 +02:00
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class Client;
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2014-04-15 19:49:32 +02:00
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class Environment;
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2014-04-27 16:09:21 +02:00
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class GenericCAO;
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2012-12-27 14:22:59 +01:00
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class ClientActiveObject;
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2014-04-11 15:32:46 +02:00
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enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
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2014-01-08 13:47:53 +01:00
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2012-03-31 15:23:26 +02:00
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class LocalPlayer : public Player
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{
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public:
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2016-10-08 17:56:38 +02:00
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LocalPlayer(Client *gamedef, const char *name);
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2012-03-31 15:23:26 +02:00
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virtual ~LocalPlayer();
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bool isLocal() const
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{
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return true;
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}
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2014-08-03 22:19:07 +02:00
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2012-12-27 14:22:59 +01:00
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ClientActiveObject *parent;
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
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2016-10-08 17:56:38 +02:00
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bool got_teleported;
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
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bool isAttached;
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2016-10-08 17:56:38 +02:00
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid;
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// This is more stable and defines the maximum speed of the player
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bool in_liquid_stable;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity;
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bool is_climbing;
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bool swimming_vertical;
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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bool physics_override_sneak;
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bool physics_override_sneak_glitch;
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
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v3f overridePosition;
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2016-02-14 17:45:06 +01:00
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2014-04-15 19:49:32 +02:00
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void move(f32 dtime, Environment *env, f32 pos_max_d);
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void move(f32 dtime, Environment *env, f32 pos_max_d,
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2015-03-04 16:58:04 +01:00
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std::vector<CollisionInfo> *collision_info);
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2012-03-31 15:23:26 +02:00
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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2012-12-02 13:59:08 +01:00
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// Used to check if anything changed and prevent sending packets if not
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v3f last_position;
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v3f last_speed;
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float last_pitch;
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float last_yaw;
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unsigned int last_keyPressed;
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2013-04-08 03:41:33 +02:00
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float camera_impact;
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2014-04-11 15:32:46 +02:00
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2014-01-08 13:47:53 +01:00
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int last_animation;
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float last_animation_speed;
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2013-04-08 03:41:33 +02:00
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2013-09-03 19:51:40 +02:00
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std::string hotbar_image;
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std::string hotbar_selected_image;
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2014-11-02 03:47:43 +01:00
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video::SColor light_color;
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2016-10-08 17:56:38 +02:00
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float hurt_tilt_timer;
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float hurt_tilt_strength;
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2014-04-27 16:09:21 +02:00
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GenericCAO* getCAO() const {
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return m_cao;
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}
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void setCAO(GenericCAO* toset) {
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2015-03-06 11:21:51 +01:00
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assert( m_cao == NULL ); // Pre-condition
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2014-04-27 16:09:21 +02:00
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m_cao = toset;
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}
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2016-10-08 10:38:04 +02:00
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u32 maxHudId() const { return hud.size(); }
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2012-03-31 15:23:26 +02:00
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private:
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2016-02-14 17:45:06 +01:00
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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2012-03-31 15:23:26 +02:00
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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2015-08-12 23:25:26 +02:00
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// Whether recalculation of the sneak node is needed
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bool m_need_to_get_new_sneak_node;
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// Stores the max player uplift by m_sneak_node and is updated
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// when m_need_to_get_new_sneak_node == true
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f32 m_sneak_node_bb_ymax;
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2012-06-26 20:01:02 +02:00
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below;
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std::string m_old_node_below_type;
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2012-09-01 11:07:27 +02:00
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bool m_can_jump;
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2014-04-27 16:09:21 +02:00
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GenericCAO* m_cao;
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2016-10-08 17:56:38 +02:00
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Client *m_gamedef;
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2012-03-31 15:23:26 +02:00
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};
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#endif
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