forked from Mirrorlandia_minetest/minetest
45999b74e6
Removes duplicated offset calculations from Game and use whatever the Camera class returns. This keeps the eye position nicely in sync, and gets rid of duplicated code.
213 lines
6.3 KiB
C++
213 lines
6.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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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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(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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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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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#pragma once
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#include "player.h"
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#include "environment.h"
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#include "constants.h"
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#include "settings.h"
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#include <list>
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class Client;
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class Environment;
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class GenericCAO;
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class ClientActiveObject;
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class ClientEnvironment;
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class IGameDef;
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struct collisionMoveResult;
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enum LocalPlayerAnimations
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{
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NO_ANIM,
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WALK_ANIM,
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DIG_ANIM,
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WD_ANIM
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}; // no local animation, walking, digging, both
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer(Client *client, const char *name);
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virtual ~LocalPlayer() = default;
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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u16 hp = 0;
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bool touching_ground = false;
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid = false;
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// This is more stable and defines the maximum speed of the player
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bool in_liquid_stable = false;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity = 0;
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bool is_climbing = false;
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bool swimming_vertical = false;
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bool swimming_pitch = false;
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float physics_override_speed = 1.0f;
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float physics_override_jump = 1.0f;
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float physics_override_gravity = 1.0f;
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bool physics_override_sneak = true;
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bool physics_override_sneak_glitch = false;
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// Temporary option for old move code
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bool physics_override_new_move = true;
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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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std::vector<CollisionInfo> *collision_info);
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// Temporary option for old move code
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void old_move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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void applyControl(float dtime, Environment *env);
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v3s16 getStandingNodePos();
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v3s16 getFootstepNodePos();
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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 = 0.0f;
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float last_yaw = 0.0f;
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unsigned int last_keyPressed = 0;
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u8 last_camera_fov = 0;
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u8 last_wanted_range = 0;
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float camera_impact = 0.0f;
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bool makes_footstep_sound = true;
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int last_animation = NO_ANIM;
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float last_animation_speed = 0.0f;
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std::string hotbar_image = "";
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std::string hotbar_selected_image = "";
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video::SColor light_color = video::SColor(255, 255, 255, 255);
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float hurt_tilt_timer = 0.0f;
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float hurt_tilt_strength = 0.0f;
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GenericCAO *getCAO() const { return m_cao; }
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ClientActiveObject *getParent() const;
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void setCAO(GenericCAO *toset)
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{
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assert(!m_cao); // Pre-condition
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m_cao = toset;
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}
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u32 maxHudId() const { return hud.size(); }
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u16 getBreath() const { return m_breath; }
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void setBreath(u16 breath) { m_breath = breath; }
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v3s16 getLightPosition() const;
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void setYaw(f32 yaw) { m_yaw = yaw; }
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f32 getYaw() const { return m_yaw; }
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void setPitch(f32 pitch) { m_pitch = pitch; }
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f32 getPitch() const { return m_pitch; }
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inline void setPosition(const v3f &position)
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{
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m_position = position;
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m_sneak_node_exists = false;
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}
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v3f getPosition() const { return m_position; }
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// Non-transformed eye offset getters
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// For accurate positions, use the Camera functions
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
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void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
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const aabb3f& getCollisionbox() const { return m_collisionbox; }
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float getZoomFOV() const { return m_zoom_fov; }
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void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
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bool getAutojump() const { return m_autojump; }
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bool isDead() const;
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inline void addVelocity(const v3f &vel)
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{
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added_velocity += vel;
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}
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private:
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void accelerate(const v3f &target_speed, const f32 max_increase_H,
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const f32 max_increase_V, const bool use_pitch);
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bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
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float getSlipFactor(Environment *env, const v3f &speedH);
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void handleAutojump(f32 dtime, Environment *env,
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const collisionMoveResult &result,
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const v3f &position_before_move, const v3f &speed_before_move,
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f32 pos_max_d);
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v3f m_position;
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v3s16 m_standing_node;
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v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
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// Stores the top bounding box of m_sneak_node
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aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists = false;
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// Whether a "sneak ladder" structure is detected at the players pos
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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bool m_sneak_ladder_detected = false;
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// ***** Variables for temporary option of the old move code *****
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// Stores the max player uplift by m_sneak_node
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f32 m_sneak_node_bb_ymax = 0.0f;
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// Whether recalculation of m_sneak_node and its top bbox is needed
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bool m_need_to_get_new_sneak_node = true;
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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 = v3s16(32767, 32767, 32767);
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std::string m_old_node_below_type = "air";
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// ***** End of variables for temporary option *****
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bool m_can_jump = false;
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bool m_disable_jump = false;
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u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
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f32 m_yaw = 0.0f;
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f32 m_pitch = 0.0f;
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bool camera_barely_in_ceiling = false;
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aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
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BS * 1.75f, BS * 0.30f);
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float m_eye_height = 1.625f;
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float m_zoom_fov = 0.0f;
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bool m_autojump = false;
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float m_autojump_time = 0.0f;
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v3f added_velocity = v3f(0.0f); // cleared on each move()
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// TODO: Rename to adhere to convention: added_velocity --> m_added_velocity
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GenericCAO *m_cao = nullptr;
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Client *m_client;
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};
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