minetest/src/player.h
Ner'zhul 9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* 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
2016-10-30 14:53:26 +01:00

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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 "threading/mutex.h"
#include <list>
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
#define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"
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;
sidew_move_joystick_axis = .0f;
forw_move_joystick_axis = .0f;
}
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_LMB,
bool a_RMB,
float a_pitch,
float a_yaw,
float a_sidew_move_joystick_axis,
float a_forw_move_joystick_axis
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
zoom = a_zoom;
LMB = a_LMB;
RMB = a_RMB;
pitch = a_pitch;
yaw = a_yaw;
sidew_move_joystick_axis = a_sidew_move_joystick_axis;
forw_move_joystick_axis = a_forw_move_joystick_axis;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
bool aux1;
bool sneak;
bool zoom;
bool LMB;
bool RMB;
float pitch;
float yaw;
float sidew_move_joystick_axis;
float forw_move_joystick_axis;
};
class Map;
struct CollisionInfo;
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(const char *name, IItemDefManager *idef);
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;
}
const char *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;
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;
v2s32 local_animations[4];
float local_animation_speed;
u16 peer_id;
std::string inventory_formspec;
PlayerControl control;
const PlayerControl& getPlayerControl() { return control; }
u32 keyPressed;
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
HudElement* removeHud(u32 id);
void clearHud();
u32 hud_flags;
s32 hud_hotbar_itemcount;
protected:
char m_name[PLAYERNAME_SIZE];
v3f m_speed;
std::vector<HudElement *> hud;
private:
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
Mutex m_mutex;
};
#endif