mirror of
https://github.com/minetest/minetest.git
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262 lines
6.4 KiB
C++
262 lines
6.4 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 "irrlichttypes_bloated.h"
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#include "inventory.h"
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#include "constants.h"
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#include "network/networkprotocol.h"
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#include "util/basic_macros.h"
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#include <list>
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#include <mutex>
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#include <functional>
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#include <tuple>
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#define PLAYERNAME_SIZE 20
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#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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#define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"
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struct PlayerFovSpec
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{
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f32 fov;
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// Whether to multiply the client's FOV or to override it
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bool is_multiplier;
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// The time to be take to trasition to the new FOV value.
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// Transition is instantaneous if omitted. Omitted by default.
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f32 transition_time = 0;
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inline bool operator==(const PlayerFovSpec &other) const {
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// transition_time is compared here since that could be relevant
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// when aborting a running transition.
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return fov == other.fov && is_multiplier == other.is_multiplier &&
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transition_time == other.transition_time;
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}
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inline bool operator!=(const PlayerFovSpec &other) const {
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return !(*this == other);
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}
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};
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struct PlayerControl
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{
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PlayerControl() = default;
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PlayerControl(
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bool a_up, bool a_down, bool a_left, bool a_right,
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bool a_jump, bool a_aux1, bool a_sneak,
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bool a_zoom,
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bool a_dig, bool a_place,
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float a_pitch, float a_yaw,
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float a_movement_speed, float a_movement_direction
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)
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{
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// Encode direction keys into a single value so nobody uses it accidentally
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// as movement_{speed,direction} is supposed to be the source of truth.
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direction_keys = (a_up&1) | ((a_down&1) << 1) |
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((a_left&1) << 2) | ((a_right&1) << 3);
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jump = a_jump;
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aux1 = a_aux1;
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sneak = a_sneak;
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zoom = a_zoom;
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dig = a_dig;
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place = a_place;
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pitch = a_pitch;
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yaw = a_yaw;
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movement_speed = a_movement_speed;
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movement_direction = a_movement_direction;
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}
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#ifndef SERVER
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// For client use
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u32 getKeysPressed() const;
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inline bool isMoving() const { return movement_speed > 0.001f; }
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#endif
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// For server use
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void unpackKeysPressed(u32 keypress_bits);
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u8 direction_keys = 0;
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bool jump = false;
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bool aux1 = false;
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bool sneak = false;
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bool zoom = false;
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bool dig = false;
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bool place = false;
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// Note: These four are NOT available on the server
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float pitch = 0.0f;
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float yaw = 0.0f;
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float movement_speed = 0.0f;
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float movement_direction = 0.0f;
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};
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struct PlayerPhysicsOverride
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{
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float speed = 1.f;
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float jump = 1.f;
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float gravity = 1.f;
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bool sneak = true;
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bool sneak_glitch = false;
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// "Temporary" option for old move code
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bool new_move = true;
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float speed_climb = 1.f;
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float speed_crouch = 1.f;
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float liquid_fluidity = 1.f;
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float liquid_fluidity_smooth = 1.f;
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float liquid_sink = 1.f;
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float acceleration_default = 1.f;
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float acceleration_air = 1.f;
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private:
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auto tie() const {
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// Make sure to add new members to this list!
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return std::tie(
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speed, jump, gravity, sneak, sneak_glitch, new_move, speed_climb, speed_crouch,
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liquid_fluidity, liquid_fluidity_smooth, liquid_sink, acceleration_default,
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acceleration_air
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);
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}
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public:
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bool operator==(const PlayerPhysicsOverride &other) const {
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return tie() == other.tie();
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};
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bool operator!=(const PlayerPhysicsOverride &other) const {
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return tie() != other.tie();
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};
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};
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class Map;
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struct CollisionInfo;
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struct HudElement;
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class Environment;
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class Player
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{
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public:
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Player(const char *name, IItemDefManager *idef);
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virtual ~Player() = 0;
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DISABLE_CLASS_COPY(Player);
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virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
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{}
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virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info)
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{}
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// in BS-space
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inline void setSpeed(v3f speed)
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{
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m_speed = speed;
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}
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// in BS-space
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v3f getSpeed() const { return m_speed; }
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const char *getName() const { return m_name; }
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u32 getFreeHudID()
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{
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size_t size = hud.size();
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for (size_t i = 0; i != size; i++) {
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if (!hud[i])
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return i;
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}
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return size;
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}
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v3f eye_offset_first;
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v3f eye_offset_third;
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v3f eye_offset_third_front;
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Inventory inventory;
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f32 movement_acceleration_default;
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f32 movement_acceleration_air;
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f32 movement_acceleration_fast;
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f32 movement_speed_walk;
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f32 movement_speed_crouch;
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f32 movement_speed_fast;
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f32 movement_speed_climb;
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f32 movement_speed_jump;
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f32 movement_liquid_fluidity;
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f32 movement_liquid_fluidity_smooth;
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f32 movement_liquid_sink;
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f32 movement_gravity;
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v2s32 local_animations[4];
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float local_animation_speed;
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std::string inventory_formspec;
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std::string formspec_prepend;
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PlayerControl control;
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const PlayerControl& getPlayerControl() { return control; }
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PlayerPhysicsOverride physics_override;
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// Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
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ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
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void setWieldIndex(u16 index);
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u16 getWieldIndex() const { return m_wield_index; }
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bool setFov(const PlayerFovSpec &spec)
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{
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if (m_fov_override_spec == spec)
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return false;
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m_fov_override_spec = spec;
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return true;
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}
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const PlayerFovSpec &getFov() const
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{
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return m_fov_override_spec;
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}
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HudElement* getHud(u32 id);
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void hudApply(std::function<void(const std::vector<HudElement*>&)> f);
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u32 addHud(HudElement* hud);
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HudElement* removeHud(u32 id);
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void clearHud();
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u32 hud_flags;
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s32 hud_hotbar_itemcount;
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protected:
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char m_name[PLAYERNAME_SIZE];
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v3f m_speed; // velocity; in BS-space
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u16 m_wield_index = 0;
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PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f };
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std::vector<HudElement *> hud;
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private:
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// Protect some critical areas
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// hud for example can be modified by EmergeThread
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// and ServerThread
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// FIXME: ^ this sounds like nonsense. should be checked.
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std::mutex m_mutex;
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};
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