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9d25242c5c
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
195 lines
4.0 KiB
C++
195 lines
4.0 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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#ifndef PLAYER_HEADER
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#define PLAYER_HEADER
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#include "irrlichttypes_bloated.h"
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#include "inventory.h"
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#include "constants.h" // BS
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#include "threading/mutex.h"
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#include <list>
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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 PlayerControl
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{
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PlayerControl()
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{
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up = false;
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down = false;
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left = false;
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right = false;
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jump = false;
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aux1 = false;
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sneak = false;
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LMB = false;
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RMB = false;
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pitch = 0;
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yaw = 0;
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sidew_move_joystick_axis = .0f;
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forw_move_joystick_axis = .0f;
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}
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PlayerControl(
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bool a_up,
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bool a_down,
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bool a_left,
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bool a_right,
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bool a_jump,
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bool a_aux1,
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bool a_sneak,
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bool a_zoom,
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bool a_LMB,
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bool a_RMB,
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float a_pitch,
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float a_yaw,
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float a_sidew_move_joystick_axis,
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float a_forw_move_joystick_axis
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)
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{
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up = a_up;
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down = a_down;
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left = a_left;
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right = a_right;
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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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LMB = a_LMB;
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RMB = a_RMB;
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pitch = a_pitch;
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yaw = a_yaw;
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sidew_move_joystick_axis = a_sidew_move_joystick_axis;
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forw_move_joystick_axis = a_forw_move_joystick_axis;
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}
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bool up;
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bool down;
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bool left;
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bool right;
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bool jump;
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bool aux1;
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bool sneak;
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bool zoom;
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bool LMB;
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bool RMB;
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float pitch;
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float yaw;
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float sidew_move_joystick_axis;
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float forw_move_joystick_axis;
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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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// IMPORTANT:
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// Do *not* perform an assignment or copy operation on a Player or
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// RemotePlayer object! This will copy the lock held for HUD synchronization
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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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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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v3f getSpeed()
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{
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return m_speed;
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}
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void setSpeed(v3f speed)
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{
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m_speed = speed;
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}
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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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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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u16 peer_id;
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std::string inventory_formspec;
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PlayerControl control;
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const PlayerControl& getPlayerControl() { return control; }
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u32 keyPressed;
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HudElement* getHud(u32 id);
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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;
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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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Mutex m_mutex;
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};
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#endif
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