// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola #pragma once #include "irrlichttypes_bloated.h" #include "inventory.h" #include "constants.h" #include "util/basic_macros.h" #include "util/string.h" #include #include #include #define PLAYERNAME_SIZE 20 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" #define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'" bool is_valid_player_name(std::string_view name); 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 = 0; inline bool operator==(const PlayerFovSpec &other) const { // transition_time is compared here since that could be relevant // when aborting a running transition. return fov == other.fov && is_multiplier == other.is_multiplier && transition_time == other.transition_time; } inline bool operator!=(const PlayerFovSpec &other) const { return !(*this == other); } }; 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; } // Sets movement_speed and movement_direction according to direction_keys // if direction_keys != 0, otherwise leaves them unchanged to preserve // joystick input. void setMovementFromKeys(); // For client use u32 getKeysPressed() const; inline bool isMoving() const { return movement_speed > 0.001f; } // For server use void unpackKeysPressed(u32 keypress_bits); v2f getMovement() const; u8 direction_keys = 0; bool jump = false; bool aux1 = false; bool sneak = false; bool zoom = false; bool dig = false; bool place = false; // Note: These two 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 PlayerPhysicsOverride { float speed = 1.f; float jump = 1.f; float gravity = 1.f; bool sneak = true; bool sneak_glitch = false; // "Temporary" option for old move code bool new_move = true; float speed_climb = 1.f; float speed_crouch = 1.f; float liquid_fluidity = 1.f; float liquid_fluidity_smooth = 1.f; float liquid_sink = 1.f; float acceleration_default = 1.f; float acceleration_air = 1.f; float speed_fast = 1.f; float acceleration_fast = 1.f; float speed_walk = 1.f; bool operator==(const PlayerPhysicsOverride &other) const; bool operator!=(const PlayerPhysicsOverride &other) const { return !(*this == other); } }; class Map; struct HudElement; class Environment; class Player { public: Player(const std::string &name, IItemDefManager *idef); virtual ~Player() = 0; DISABLE_CLASS_COPY(Player); // in BS-space inline void setSpeed(v3f speed) { m_speed = speed; } // in BS-space v3f getSpeed() const { return m_speed; } const std::string& 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; v3f eye_offset_third_front; 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; v2f local_animations[4]; float local_animation_speed; std::string inventory_formspec; std::string formspec_prepend; PlayerControl control; const PlayerControl& getPlayerControl() { return control; } PlayerPhysicsOverride physics_override; // Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const; void setWieldIndex(u16 index); u16 getWieldIndex(); bool setFov(const PlayerFovSpec &spec) { if (m_fov_override_spec == spec) return false; m_fov_override_spec = spec; return true; } const PlayerFovSpec &getFov() const { return m_fov_override_spec; } HudElement* getHud(u32 id); void hudApply(std::function&)> f); u32 addHud(HudElement* hud); HudElement* removeHud(u32 id); void clearHud(); u32 hud_flags; s32 hud_hotbar_itemcount; // Get actual usable number of hotbar items (clamped to size of "main" list) u16 getMaxHotbarItemcount(); protected: std::string m_name; v3f m_speed; // velocity; in BS-space u16 m_wield_index = 0; PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f }; std::vector hud; private: // Protect some critical areas // hud for example can be modified by EmergeThread // and ServerThread // FIXME: ^ this sounds like nonsense. should be checked. std::mutex m_mutex; };