minetest/src/player.h
sfan5 5eb45e1ea0
Restore pass-through of direction keys ()
This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
2022-01-09 18:46:36 +01:00

225 lines
5.4 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 "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h"
#include "network/networkprotocol.h"
#include "util/basic_macros.h"
#include <list>
#include <mutex>
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
#define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"
struct PlayerFovSpec
{
f32 fov;
// Whether to multiply the client's FOV or to override it
bool is_multiplier;
// The time to be take to trasition to the new FOV value.
// Transition is instantaneous if omitted. Omitted by default.
f32 transition_time;
};
struct PlayerControl
{
PlayerControl() = default;
PlayerControl(
bool a_up, bool a_down, bool a_left, bool a_right,
bool a_jump, bool a_aux1, bool a_sneak,
bool a_zoom,
bool a_dig, bool a_place,
float a_pitch, float a_yaw,
float a_movement_speed, float a_movement_direction
)
{
// Encode direction keys into a single value so nobody uses it accidentally
// as movement_{speed,direction} is supposed to be the source of truth.
direction_keys = (a_up&1) | ((a_down&1) << 1) |
((a_left&1) << 2) | ((a_right&1) << 3);
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
zoom = a_zoom;
dig = a_dig;
place = a_place;
pitch = a_pitch;
yaw = a_yaw;
movement_speed = a_movement_speed;
movement_direction = a_movement_direction;
}
#ifndef SERVER
// For client use
u32 getKeysPressed() const;
inline bool isMoving() const { return movement_speed > 0.001f; }
#endif
// For server use
void unpackKeysPressed(u32 keypress_bits);
u8 direction_keys = 0;
bool jump = false;
bool aux1 = false;
bool sneak = false;
bool zoom = false;
bool dig = false;
bool place = false;
// Note: These four are NOT available on the server
float pitch = 0.0f;
float yaw = 0.0f;
float movement_speed = 0.0f;
float movement_direction = 0.0f;
};
struct PlayerSettings
{
bool free_move = false;
bool pitch_move = false;
bool fast_move = false;
bool continuous_forward = false;
bool always_fly_fast = false;
bool aux1_descends = false;
bool noclip = false;
bool autojump = false;
const std::string setting_names[8] = {
"free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast",
"aux1_descends", "noclip", "autojump"
};
void readGlobalSettings();
};
class Map;
struct CollisionInfo;
struct HudElement;
class Environment;
class Player
{
public:
Player(const char *name, IItemDefManager *idef);
virtual ~Player() = 0;
DISABLE_CLASS_COPY(Player);
virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
{}
virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{}
const v3f &getSpeed() const
{
return m_speed;
}
void setSpeed(const v3f &speed)
{
m_speed = speed;
}
const char *getName() const { return m_name; }
u32 getFreeHudID()
{
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
return i;
}
return size;
}
v3f eye_offset_first;
v3f eye_offset_third;
Inventory inventory;
f32 movement_acceleration_default;
f32 movement_acceleration_air;
f32 movement_acceleration_fast;
f32 movement_speed_walk;
f32 movement_speed_crouch;
f32 movement_speed_fast;
f32 movement_speed_climb;
f32 movement_speed_jump;
f32 movement_liquid_fluidity;
f32 movement_liquid_fluidity_smooth;
f32 movement_liquid_sink;
f32 movement_gravity;
v2s32 local_animations[4];
float local_animation_speed;
std::string inventory_formspec;
std::string formspec_prepend;
PlayerControl control;
const PlayerControl& getPlayerControl() { return control; }
PlayerSettings &getPlayerSettings() { return m_player_settings; }
static void settingsChangedCallback(const std::string &name, void *data);
// Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
void setWieldIndex(u16 index);
u16 getWieldIndex() const { return m_wield_index; }
void setFov(const PlayerFovSpec &spec)
{
m_fov_override_spec = spec;
}
const PlayerFovSpec &getFov() const
{
return m_fov_override_spec;
}
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
HudElement* removeHud(u32 id);
void clearHud();
u32 hud_flags;
s32 hud_hotbar_itemcount;
protected:
char m_name[PLAYERNAME_SIZE];
v3f m_speed;
u16 m_wield_index = 0;
PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f };
std::vector<HudElement *> hud;
private:
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
std::mutex m_mutex;
PlayerSettings m_player_settings;
};