minetest/src/client/localplayer.h
Lars Müller 25ef8f3934
Fix local animations not resetting
Converts `LocalPlayerAnimation` to a scoped enum to prevent such bugs in the future
2023-07-02 12:47:18 +02:00

211 lines
6.2 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "player.h"
#include "environment.h"
#include "constants.h"
#include "settings.h"
#include "lighting.h"
#include <list>
class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
struct collisionMoveResult;
enum class LocalPlayerAnimation
{
NO_ANIM,
WALK_ANIM,
DIG_ANIM,
WD_ANIM
}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer() = default;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool touching_ground = false;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid = false;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable = false;
// Slows down the player when moving through
u8 move_resistance = 0;
bool is_climbing = false;
bool swimming_vertical = false;
bool swimming_pitch = false;
f32 gravity = 0; // total downwards acceleration
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
// Temporary option for old move code
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();
v3s16 getFootstepNodePos();
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
float last_pitch = 0.0f;
float last_yaw = 0.0f;
u32 last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;
bool last_camera_inverted = false;
float camera_impact = 0.0f;
bool makes_footstep_sound = true;
LocalPlayerAnimation last_animation = LocalPlayerAnimation::NO_ANIM;
float last_animation_speed = 0.0f;
std::string hotbar_image = "";
std::string hotbar_selected_image = "";
video::SColor light_color = video::SColor(255, 255, 255, 255);
float hurt_tilt_timer = 0.0f;
float hurt_tilt_strength = 0.0f;
GenericCAO *getCAO() const { return m_cao; }
ClientActiveObject *getParent() const;
void setCAO(GenericCAO *toset)
{
assert(!m_cao); // Pre-condition
m_cao = toset;
}
u32 maxHudId() const { return hud.size(); }
u16 getBreath() const { return m_breath; }
void setBreath(u16 breath) { m_breath = breath; }
v3s16 getLightPosition() const;
void setYaw(f32 yaw) { m_yaw = yaw; }
f32 getYaw() const { return m_yaw; }
void setPitch(f32 pitch) { m_pitch = pitch; }
f32 getPitch() const { return m_pitch; }
inline void setPosition(const v3f &position)
{
m_position = position;
m_sneak_node_exists = false;
}
v3f getPosition() const { return m_position; }
// Non-transformed eye offset getters
// For accurate positions, use the Camera functions
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
const aabb3f& getCollisionbox() const { return m_collisionbox; }
float getZoomFOV() const { return m_zoom_fov; }
void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
bool getAutojump() const { return m_autojump; }
bool isDead() const;
inline void addVelocity(const v3f &vel)
{
m_added_velocity += vel;
}
inline Lighting& getLighting() { return m_lighting; }
private:
void accelerate(const v3f &target_speed, const f32 max_increase_H,
const f32 max_increase_V, const bool use_pitch);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH);
void handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result,
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
v3f m_position;
v3s16 m_standing_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
// Stores the top bounding box of m_sneak_node
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
// Whether the player is allowed to sneak
bool m_sneak_node_exists = false;
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected = false;
// ***** Variables for temporary option of the old move code *****
// Stores the max player uplift by m_sneak_node
f32 m_sneak_node_bb_ymax = 0.0f;
// Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node = true;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
std::string m_old_node_below_type = "air";
// ***** End of variables for temporary option *****
bool m_can_jump = false;
bool m_disable_jump = false;
bool m_disable_descend = false;
u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f;
float m_zoom_fov = 0.0f;
bool m_autojump = false;
float m_autojump_time = 0.0f;
v3f m_added_velocity = v3f(0.0f); // in BS-space; cleared on each move()
GenericCAO *m_cao = nullptr;
Client *m_client;
Lighting m_lighting;
};