minetest/src/player.h
TeTpaAka c0335f7d13 Add some missing getter functions to the lua API
ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
2015-05-28 16:46:35 +02:00

420 lines
8.3 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 PLAYER_HEADER
#define PLAYER_HEADER
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
#include "jthread/jmutex.h"
#include <list>
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
struct PlayerControl
{
PlayerControl()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
aux1 = false;
sneak = false;
LMB = false;
RMB = false;
pitch = 0;
yaw = 0;
}
PlayerControl(
bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
bool a_aux1,
bool a_sneak,
bool a_LMB,
bool a_RMB,
float a_pitch,
float a_yaw
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
LMB = a_LMB;
RMB = a_RMB;
pitch = a_pitch;
yaw = a_yaw;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
bool aux1;
bool sneak;
bool LMB;
bool RMB;
float pitch;
float yaw;
};
class Map;
class IGameDef;
struct CollisionInfo;
class PlayerSAO;
struct HudElement;
class Environment;
// IMPORTANT:
// Do *not* perform an assignment or copy operation on a Player or
// RemotePlayer object! This will copy the lock held for HUD synchronization
class Player
{
public:
Player(IGameDef *gamedef, const char *name);
virtual ~Player() = 0;
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)
{}
v3f getSpeed()
{
return m_speed;
}
void setSpeed(v3f speed)
{
m_speed = speed;
}
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateVertical(v3f target_speed, f32 max_increase);
v3f getPosition()
{
return m_position;
}
v3s16 getLightPosition() const;
v3f getEyeOffset()
{
// This is at the height of the eyes of the current figure
// return v3f(0, BS*1.5, 0);
// This is more like in minecraft
if(camera_barely_in_ceiling)
return v3f(0,BS*1.5,0);
else
return v3f(0,BS*1.625,0);
}
v3f getEyePosition()
{
return m_position + getEyeOffset();
}
virtual void setPosition(const v3f &position)
{
if (position != m_position)
m_dirty = true;
m_position = position;
}
void setPitch(f32 pitch)
{
if (pitch != m_pitch)
m_dirty = true;
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
if (yaw != m_yaw)
m_dirty = true;
m_yaw = yaw;
}
f32 getPitch()
{
return m_pitch;
}
f32 getYaw()
{
return m_yaw;
}
u16 getBreath()
{
return m_breath;
}
virtual void setBreath(u16 breath)
{
if (breath != m_breath)
m_dirty = true;
m_breath = breath;
}
f32 getRadPitch()
{
return -1.0 * m_pitch * core::DEGTORAD;
}
f32 getRadYaw()
{
return (m_yaw + 90.) * core::DEGTORAD;
}
const char * getName() const
{
return m_name;
}
core::aabbox3d<f32> getCollisionbox() {
return m_collisionbox;
}
u32 getFreeHudID() {
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
return i;
}
return size;
}
void setHotbarItemcount(s32 hotbar_itemcount) {
hud_hotbar_itemcount = hotbar_itemcount;
}
s32 getHotbarItemcount() {
return hud_hotbar_itemcount;
}
void setHotbarImage(std::string name) {
hud_hotbar_image = name;
}
std::string getHotbarImage() {
return hud_hotbar_image;
}
void setHotbarSelectedImage(std::string name) {
hud_hotbar_selected_image = name;
}
std::string getHotbarSelectedImage() {
return hud_hotbar_selected_image;
}
void setSky(const video::SColor &bgcolor, const std::string &type,
const std::vector<std::string> &params) {
m_sky_bgcolor = bgcolor;
m_sky_type = type;
m_sky_params = params;
}
void getSky(video::SColor *bgcolor, std::string *type,
std::vector<std::string> *params) {
*bgcolor = m_sky_bgcolor;
*type = m_sky_type;
*params = m_sky_params;
}
void overrideDayNightRatio(bool do_override, float ratio) {
m_day_night_ratio_do_override = do_override;
m_day_night_ratio = ratio;
}
void getDayNightRatio(bool *do_override, float *ratio) {
*do_override = m_day_night_ratio_do_override;
*ratio = m_day_night_ratio;
}
void setLocalAnimations(v2s32 frames[4], float frame_speed) {
for (int i = 0; i < 4; i++)
local_animations[i] = frames[i];
local_animation_speed = frame_speed;
}
void getLocalAnimations(v2s32 *frames, float *frame_speed) {
for (int i = 0; i < 4; i++)
frames[i] = local_animations[i];
*frame_speed = local_animation_speed;
}
virtual bool isLocal() const
{ return false; }
virtual PlayerSAO *getPlayerSAO()
{ return NULL; }
virtual void setPlayerSAO(PlayerSAO *sao)
{ FATAL_ERROR("FIXME"); }
/*
serialize() writes a bunch of text that can contain
any characters except a '\0', and such an ending that
deSerialize stops reading exactly at the right point.
*/
void serialize(std::ostream &os);
void deSerialize(std::istream &is, std::string playername);
bool checkModified() const
{
return m_dirty || inventory.checkModified();
}
void setModified(const bool x)
{
m_dirty = x;
if (x == false)
inventory.setModified(x);
}
// Use a function, if isDead can be defined by other conditions
bool isDead() { return hp == 0; }
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity;
bool is_climbing;
bool swimming_vertical;
bool camera_barely_in_ceiling;
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;
float physics_override_speed;
float physics_override_jump;
float physics_override_gravity;
bool physics_override_sneak;
bool physics_override_sneak_glitch;
v2s32 local_animations[4];
float local_animation_speed;
u16 hp;
float hurt_tilt_timer;
float hurt_tilt_strength;
u16 peer_id;
std::string inventory_formspec;
PlayerControl control;
PlayerControl getPlayerControl()
{
return control;
}
u32 keyPressed;
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
HudElement* removeHud(u32 id);
void clearHud();
u32 maxHudId() {
return hud.size();
}
u32 hud_flags;
s32 hud_hotbar_itemcount;
std::string hud_hotbar_image;
std::string hud_hotbar_selected_image;
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
u16 m_breath;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
core::aabbox3d<f32> m_collisionbox;
bool m_dirty;
std::vector<HudElement *> hud;
std::string m_sky_type;
video::SColor m_sky_bgcolor;
std::vector<std::string> m_sky_params;
bool m_day_night_ratio_do_override;
float m_day_night_ratio;
private:
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
JMutex m_mutex;
};
/*
Player on the server
*/
class RemotePlayer : public Player
{
public:
RemotePlayer(IGameDef *gamedef, const char *name):
Player(gamedef, name),
m_sao(NULL)
{}
virtual ~RemotePlayer() {}
void save(std::string savedir);
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
private:
PlayerSAO *m_sao;
};
#endif