minetest/src/localplayer.h
Loïc Blot 8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00

183 lines
5.2 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.
*/
#ifndef LOCALPLAYER_HEADER
#define LOCALPLAYER_HEADER
#include "player.h"
#include "environment.h"
#include "constants.h"
#include <list>
class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
class IGameDef;
enum LocalPlayerAnimations
{
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();
ClientActiveObject *parent = nullptr;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool isAttached = false;
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;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity = 0;
bool is_climbing = false;
bool swimming_vertical = false;
float physics_override_speed = 1.0f;
float physics_override_jump = 1.0f;
float physics_override_gravity = 1.0f;
bool physics_override_sneak = true;
bool physics_override_sneak_glitch = false;
// Temporary option for old move code
bool physics_override_new_move = true;
v3f overridePosition;
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);
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;
unsigned int last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;
float camera_impact = 0.0f;
bool makes_footstep_sound = true;
int last_animation = NO_ANIM;
float last_animation_speed;
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; }
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; }
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
v3f m_position;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
// Stores the max player uplift by m_sneak_node
// To support temporary option for old move code
f32 m_sneak_node_bb_ymax = 0.0f;
// 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 recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node = true;
// 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;
// Whether a 2-node-up ledge is detected at the players pos,
// see detectLedge() in the .cpp for more info (always false if disabled).
bool m_ledge_detected = false;
// 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";
bool m_can_jump = false;
u16 m_breath = PLAYER_MAX_BREATH;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
GenericCAO *m_cao = nullptr;
Client *m_client;
};
#endif