51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef LOCALPLAYER_HEADER
-#define LOCALPLAYER_HEADER
+#pragma once
#include "player.h"
+#include "environment.h"
+#include "constants.h"
+#include "settings.h"
+#include <list>
+
+class Client;
+class Environment;
+class GenericCAO;
+class ClientActiveObject;
+class ClientEnvironment;
+class IGameDef;
+
+enum LocalPlayerAnimations
+{
+ NO_ANIM,
+ WALK_ANIM,
+ DIG_ANIM,
+ WD_ANIM
+}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
- LocalPlayer(IGameDef *gamedef);
- virtual ~LocalPlayer();
+ LocalPlayer(Client *client, const char *name);
+ virtual ~LocalPlayer() = default;
- bool isLocal() const
- {
- return true;
- }
+ ClientActiveObject *parent = nullptr;
- bool isAttached;
+ // Initialize hp to 0, so that no hearts will be shown if server
+ // doesn't support health points
+ u16 hp = 0;
+ bool isAttached = false;
+ bool touching_ground = false;
+ // This oscillates so that the player jumps a bit above the surface
+ bool in_liquid = false;
+ // This is more stable and defines the maximum speed of the player
+ bool in_liquid_stable = false;
+ // Gets the viscosity of water to calculate friction
+ u8 liquid_viscosity = 0;
+ bool is_climbing = false;
+ bool swimming_vertical = false;
+
+ float physics_override_speed = 1.0f;
+ float physics_override_jump = 1.0f;
+ float physics_override_gravity = 1.0f;
+ bool physics_override_sneak = true;
+ bool physics_override_sneak_glitch = false;
+ // Temporary option for old move code
+ bool physics_override_new_move = true;
v3f overridePosition;
-
- void move(f32 dtime, Map &map, f32 pos_max_d,
- core::list<CollisionInfo> *collision_info);
- void move(f32 dtime, Map &map, f32 pos_max_d);
- void applyControl(float dtime);
+ void move(f32 dtime, Environment *env, f32 pos_max_d);
+ void move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::vector<CollisionInfo> *collision_info);
+ // Temporary option for old move code
+ void old_move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::vector<CollisionInfo> *collision_info);
+
+ void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();
+ v3s16 getFootstepNodePos();
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
- float last_pitch;
- float last_yaw;
- unsigned int last_keyPressed;
+ float last_pitch = 0.0f;
+ float last_yaw = 0.0f;
+ unsigned int last_keyPressed = 0;
+ u8 last_camera_fov = 0;
+ u8 last_wanted_range = 0;
+
+ float camera_impact = 0.0f;
+
+ bool makes_footstep_sound = true;
+
+ int last_animation = NO_ANIM;
+ float last_animation_speed;
+
+ std::string hotbar_image = "";
+ std::string hotbar_selected_image = "";
+
+ video::SColor light_color = video::SColor(255, 255, 255, 255);
+
+ float hurt_tilt_timer = 0.0f;
+ float hurt_tilt_strength = 0.0f;
+
+ GenericCAO *getCAO() const { return m_cao; }
+
+ void setCAO(GenericCAO *toset)
+ {
+ assert(!m_cao); // Pre-condition
+ m_cao = toset;
+ }
+
+ u32 maxHudId() const { return hud.size(); }
+
+ u16 getBreath() const { return m_breath; }
+ void setBreath(u16 breath) { m_breath = breath; }
+
+ v3s16 getLightPosition() const;
+
+ void setYaw(f32 yaw) { m_yaw = yaw; }
+ f32 getYaw() const { return m_yaw; }
+
+ void setPitch(f32 pitch) { m_pitch = pitch; }
+ f32 getPitch() const { return m_pitch; }
+
+ inline void setPosition(const v3f &position)
+ {
+ m_position = position;
+ m_sneak_node_exists = false;
+ }
+
+ v3f getPosition() const { return m_position; }
+ v3f getEyePosition() const { return m_position + getEyeOffset(); }
+ v3f getEyeOffset() const;
+ void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
+
+ void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
+
+ float getZoomFOV() const { return m_zoom_fov; }
+ void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
private:
- // This is used for determining the sneaking range
- v3s16 m_sneak_node;
+ void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
+ void accelerateVertical(const v3f &target_speed, const f32 max_increase);
+ bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
+ float getSlipFactor(Environment *env, const v3f &speedH);
+
+ v3f m_position;
+ v3s16 m_standing_node;
+
+ v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
+ // Stores the top bounding box of m_sneak_node
+ aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
// Whether the player is allowed to sneak
- bool m_sneak_node_exists;
+ bool m_sneak_node_exists = false;
+ // Whether a "sneak ladder" structure is detected at the players pos
+ // see detectSneakLadder() in the .cpp for more info (always false if disabled)
+ bool m_sneak_ladder_detected = false;
+
+ // ***** Variables for temporary option of the old move code *****
+ // Stores the max player uplift by m_sneak_node
+ f32 m_sneak_node_bb_ymax = 0.0f;
+ // Whether recalculation of m_sneak_node and its top bbox is needed
+ bool m_need_to_get_new_sneak_node = true;
// Node below player, used to determine whether it has been removed,
// and its old type
- v3s16 m_old_node_below;
- std::string m_old_node_below_type;
- // Whether recalculation of the sneak node is needed
- bool m_need_to_get_new_sneak_node;
- bool m_can_jump;
-};
+ v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
+ std::string m_old_node_below_type = "air";
+ // ***** End of variables for temporary option *****
-#endif
+ bool m_can_jump = false;
+ u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
+ f32 m_yaw = 0.0f;
+ f32 m_pitch = 0.0f;
+ bool camera_barely_in_ceiling = false;
+ aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
+ BS * 1.75f, BS * 0.30f);
+ float m_eye_height = 1.625f;
+ float m_zoom_fov = 0.0f;
+ GenericCAO *m_cao = nullptr;
+ Client *m_client;
+};