3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_bloated.h"
23 #include "inventory.h"
24 #include "constants.h"
25 #include "network/networkprotocol.h"
26 #include "util/basic_macros.h"
30 #define PLAYERNAME_SIZE 20
32 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
33 #define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"
39 // Whether to multiply the client's FOV or to override it
42 // The time to be take to trasition to the new FOV value.
43 // Transition is instantaneous if omitted. Omitted by default.
49 PlayerControl() = default;
52 bool a_up, bool a_down, bool a_left, bool a_right,
53 bool a_jump, bool a_aux1, bool a_sneak,
55 bool a_dig, bool a_place,
56 float a_pitch, float a_yaw,
57 float a_movement_speed, float a_movement_direction
60 // Encode direction keys into a single value so nobody uses it accidentally
61 // as movement_{speed,direction} is supposed to be the source of truth.
62 direction_keys = (a_up&1) | ((a_down&1) << 1) |
63 ((a_left&1) << 2) | ((a_right&1) << 3);
72 movement_speed = a_movement_speed;
73 movement_direction = a_movement_direction;
78 u32 getKeysPressed() const;
79 inline bool isMoving() const { return movement_speed > 0.001f; }
83 void unpackKeysPressed(u32 keypress_bits);
85 u8 direction_keys = 0;
92 // Note: These four are NOT available on the server
95 float movement_speed = 0.0f;
96 float movement_direction = 0.0f;
101 bool free_move = false;
102 bool pitch_move = false;
103 bool fast_move = false;
104 bool continuous_forward = false;
105 bool always_fly_fast = false;
106 bool aux1_descends = false;
108 bool autojump = false;
110 const std::string setting_names[8] = {
111 "free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast",
112 "aux1_descends", "noclip", "autojump"
114 void readGlobalSettings();
118 struct CollisionInfo;
126 Player(const char *name, IItemDefManager *idef);
127 virtual ~Player() = 0;
129 DISABLE_CLASS_COPY(Player);
131 virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
133 virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
134 std::vector<CollisionInfo> *collision_info)
137 const v3f &getSpeed() const
142 void setSpeed(const v3f &speed)
147 const char *getName() const { return m_name; }
151 size_t size = hud.size();
152 for (size_t i = 0; i != size; i++) {
159 v3f eye_offset_first;
160 v3f eye_offset_third;
164 f32 movement_acceleration_default;
165 f32 movement_acceleration_air;
166 f32 movement_acceleration_fast;
167 f32 movement_speed_walk;
168 f32 movement_speed_crouch;
169 f32 movement_speed_fast;
170 f32 movement_speed_climb;
171 f32 movement_speed_jump;
172 f32 movement_liquid_fluidity;
173 f32 movement_liquid_fluidity_smooth;
174 f32 movement_liquid_sink;
175 f32 movement_gravity;
177 v2s32 local_animations[4];
178 float local_animation_speed;
180 std::string inventory_formspec;
181 std::string formspec_prepend;
183 PlayerControl control;
184 const PlayerControl& getPlayerControl() { return control; }
185 PlayerSettings &getPlayerSettings() { return m_player_settings; }
186 static void settingsChangedCallback(const std::string &name, void *data);
188 // Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
189 ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
190 void setWieldIndex(u16 index);
191 u16 getWieldIndex() const { return m_wield_index; }
193 void setFov(const PlayerFovSpec &spec)
195 m_fov_override_spec = spec;
198 const PlayerFovSpec &getFov() const
200 return m_fov_override_spec;
203 HudElement* getHud(u32 id);
204 u32 addHud(HudElement* hud);
205 HudElement* removeHud(u32 id);
209 s32 hud_hotbar_itemcount;
212 char m_name[PLAYERNAME_SIZE];
214 u16 m_wield_index = 0;
215 PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f };
217 std::vector<HudElement *> hud;
219 // Protect some critical areas
220 // hud for example can be modified by EmergeThread
223 PlayerSettings m_player_settings;