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a1cf8a127c
Use already existing collision results for the nearest colliding node Fix slippery effect in free_move mode
190 lines
5.6 KiB
C++
190 lines
5.6 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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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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ClientActiveObject *parent = nullptr;
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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 isAttached = false;
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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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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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v3f overridePosition;
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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;
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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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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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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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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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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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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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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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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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GenericCAO *m_cao = nullptr;
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Client *m_client;
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};
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