#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
{
struct CollisionInfo;
class PlayerSAO;
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(IGameDef *gamedef);
+ Player(IGameDef *gamedef, const char *name);
virtual ~Player() = 0;
- virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+ 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()
{
m_speed = speed;
}
-
+
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateVertical(v3f target_speed, f32 max_increase);
v3f getEyeOffset()
{
- // This is at the height of the eyes of the current figure
- // return v3f(0, BS*1.5, 0);
- // This is more like in minecraft
- if(camera_barely_in_ceiling)
- return v3f(0,BS*1.5,0);
- else
- return v3f(0,BS*1.625,0);
+ float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
+ return v3f(0, BS * eye_height, 0);
}
v3f getEyePosition()
virtual void setPosition(const v3f &position)
{
+ if (position != m_position)
+ m_dirty = true;
m_position = position;
}
void setPitch(f32 pitch)
{
+ if (pitch != m_pitch)
+ m_dirty = true;
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
+ if (yaw != m_yaw)
+ m_dirty = true;
m_yaw = yaw;
}
virtual void setBreath(u16 breath)
{
+ if (breath != m_breath)
+ m_dirty = true;
m_breath = breath;
}
return (m_yaw + 90.) * core::DEGTORAD;
}
- void updateName(const char *name)
- {
- snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
- }
-
- const char * getName() const
+ const char *getName() const
{
return m_name;
}
- core::aabbox3d<f32> getCollisionbox() {
+ core::aabbox3d<f32> getCollisionbox()
+ {
return m_collisionbox;
}
- u32 getFreeHudID() const {
+ u32 getFreeHudID() {
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
return size;
}
+ void setHotbarItemcount(s32 hotbar_itemcount)
+ {
+ hud_hotbar_itemcount = hotbar_itemcount;
+ }
+
+ s32 getHotbarItemcount()
+ {
+ return hud_hotbar_itemcount;
+ }
+
+ void setHotbarImage(const std::string &name)
+ {
+ hud_hotbar_image = name;
+ }
+
+ std::string getHotbarImage()
+ {
+ return hud_hotbar_image;
+ }
+
+ void setHotbarSelectedImage(const std::string &name)
+ {
+ hud_hotbar_selected_image = name;
+ }
+
+ std::string getHotbarSelectedImage() {
+ return hud_hotbar_selected_image;
+ }
+
+ void setSky(const video::SColor &bgcolor, const std::string &type,
+ const std::vector<std::string> ¶ms)
+ {
+ m_sky_bgcolor = bgcolor;
+ m_sky_type = type;
+ m_sky_params = params;
+ }
+
+ void getSky(video::SColor *bgcolor, std::string *type,
+ std::vector<std::string> *params)
+ {
+ *bgcolor = m_sky_bgcolor;
+ *type = m_sky_type;
+ *params = m_sky_params;
+ }
+
+ void overrideDayNightRatio(bool do_override, float ratio)
+ {
+ m_day_night_ratio_do_override = do_override;
+ m_day_night_ratio = ratio;
+ }
+
+ void getDayNightRatio(bool *do_override, float *ratio)
+ {
+ *do_override = m_day_night_ratio_do_override;
+ *ratio = m_day_night_ratio;
+ }
+
+ void setLocalAnimations(v2s32 frames[4], float frame_speed)
+ {
+ for (int i = 0; i < 4; i++)
+ local_animations[i] = frames[i];
+ local_animation_speed = frame_speed;
+ }
+
+ void getLocalAnimations(v2s32 *frames, float *frame_speed)
+ {
+ for (int i = 0; i < 4; i++)
+ frames[i] = local_animations[i];
+ *frame_speed = local_animation_speed;
+ }
+
virtual bool isLocal() const
- { return false; }
+ {
+ return false;
+ }
+
virtual PlayerSAO *getPlayerSAO()
- { return NULL; }
+ {
+ return NULL;
+ }
+
virtual void setPlayerSAO(PlayerSAO *sao)
- { assert(0); }
+ {
+ FATAL_ERROR("FIXME");
+ }
/*
serialize() writes a bunch of text that can contain
void serialize(std::ostream &os);
void deSerialize(std::istream &is, std::string playername);
- bool checkModified()
- {
- if(m_last_hp != hp || m_last_pitch != m_pitch ||
- m_last_pos != m_position || m_last_yaw != m_yaw ||
- !(inventory == m_last_inventory))
- {
- m_last_hp = hp;
- m_last_pitch = m_pitch;
- m_last_pos = m_position;
- m_last_yaw = m_yaw;
- m_last_inventory = inventory;
- return true;
- } else {
- return false;
- }
+ bool checkModified() const
+ {
+ return m_dirty || inventory.checkModified();
+ }
+
+ void setModified(const bool x)
+ {
+ m_dirty = x;
+ if (x == false)
+ inventory.setModified(x);
}
+ // Use a function, if isDead can be defined by other conditions
+ bool isDead() { return hp == 0; }
+
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;
bool is_climbing;
bool swimming_vertical;
bool camera_barely_in_ceiling;
-
- u8 light;
+ v3f eye_offset_first;
+ v3f eye_offset_third;
Inventory inventory;
float physics_override_speed;
float physics_override_jump;
float physics_override_gravity;
+ bool physics_override_sneak;
+ bool physics_override_sneak_glitch;
+
+ v2s32 local_animations[4];
+ float local_animation_speed;
u16 hp;
float hurt_tilt_timer;
float hurt_tilt_strength;
+ u16 protocol_version;
u16 peer_id;
std::string inventory_formspec;
-
+
PlayerControl control;
PlayerControl getPlayerControl()
{
return control;
}
-
+
u32 keyPressed;
-
- std::vector<HudElement *> hud;
+
+
+ HudElement* getHud(u32 id);
+ u32 addHud(HudElement* hud);
+ HudElement* removeHud(u32 id);
+ void clearHud();
+ u32 maxHudId() {
+ return hud.size();
+ }
+
u32 hud_flags;
s32 hud_hotbar_itemcount;
-
+ std::string hud_hotbar_image;
+ std::string hud_hotbar_selected_image;
protected:
IGameDef *m_gamedef;
v3f m_position;
core::aabbox3d<f32> m_collisionbox;
- f32 m_last_pitch;
- f32 m_last_yaw;
- v3f m_last_pos;
- u16 m_last_hp;
- Inventory m_last_inventory;
+ bool m_dirty;
+
+ std::vector<HudElement *> hud;
+
+ std::string m_sky_type;
+ video::SColor m_sky_bgcolor;
+ std::vector<std::string> m_sky_params;
+
+ bool m_day_night_ratio_do_override;
+ float m_day_night_ratio;
+private:
+ // Protect some critical areas
+ // hud for example can be modified by EmergeThread
+ // and ServerThread
+ Mutex m_mutex;
};
class RemotePlayer : public Player
{
public:
- RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+ RemotePlayer(IGameDef *gamedef, const char *name):
+ Player(gamedef, name),
+ m_sao(NULL)
+ {}
virtual ~RemotePlayer() {}
+ void save(std::string savedir);
+
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
-
+
private:
PlayerSAO *m_sao;
};