]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Fix build since: "Remove referenced schematics from Decorations on clear"
[dragonfireclient.git] / src / player.h
index 352b93e88eb77d02c917f8785a62e425fa908f57..7d8d245e319c09b0a5298bc0d95546e16b2ab50a 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
@@ -23,24 +23,89 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "irrlichttypes_bloated.h"
 #include "inventory.h"
 #include "constants.h" // BS
+#include "jthread/jmutex.h"
+#include <list>
 
 #define PLAYERNAME_SIZE 20
 
 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
 
+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;
+       }
+       PlayerControl(
+               bool a_up,
+               bool a_down,
+               bool a_left,
+               bool a_right,
+               bool a_jump,
+               bool a_aux1,
+               bool a_sneak,
+               bool a_LMB,
+               bool a_RMB,
+               float a_pitch,
+               float a_yaw
+       )
+       {
+               up = a_up;
+               down = a_down;
+               left = a_left;
+               right = a_right;
+               jump = a_jump;
+               aux1 = a_aux1;
+               sneak = a_sneak;
+               LMB = a_LMB;
+               RMB = a_RMB;
+               pitch = a_pitch;
+               yaw = a_yaw;
+       }
+       bool up;
+       bool down;
+       bool left;
+       bool right;
+       bool jump;
+       bool aux1;
+       bool sneak;
+       bool LMB;
+       bool RMB;
+       float pitch;
+       float yaw;
+};
+
 class Map;
 class IGameDef;
 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()
@@ -52,9 +117,9 @@ class Player
        {
                m_speed = speed;
        }
-       
-       // Y direction is ignored
-       void accelerate(v3f target_speed, f32 max_increase);
+
+       void accelerateHorizontal(v3f target_speed, f32 max_increase);
+       void accelerateVertical(v3f target_speed, f32 max_increase);
 
        v3f getPosition()
        {
@@ -81,16 +146,22 @@ class Player
 
        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;
        }
 
@@ -104,6 +175,18 @@ class Player
                return m_yaw;
        }
 
+       u16 getBreath()
+       {
+               return m_breath;
+       }
+
+       virtual void setBreath(u16 breath)
+       {
+               if (breath != m_breath)
+                       m_dirty = true;
+               m_breath = breath;
+       }
+
        f32 getRadPitch()
        {
                return -1.0 * m_pitch * core::DEGTORAD;
@@ -114,22 +197,30 @@ class Player
                return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       void updateName(const char *name)
-       {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
-       }
-
        const char * getName() const
        {
                return m_name;
        }
 
+       core::aabbox3d<f32> getCollisionbox() {
+               return m_collisionbox;
+       }
+
+       u32 getFreeHudID() {
+               size_t size = hud.size();
+               for (size_t i = 0; i != size; i++) {
+                       if (!hud[i])
+                               return i;
+               }
+               return size;
+       }
+
        virtual bool isLocal() const
        { return false; }
        virtual PlayerSAO *getPlayerSAO()
        { return NULL; }
        virtual void setPlayerSAO(PlayerSAO *sao)
-       { assert(0); }
+       { FATAL_ERROR("FIXME"); }
 
        /*
                serialize() writes a bunch of text that can contain
@@ -137,47 +228,122 @@ class Player
                deSerialize stops reading exactly at the right point.
        */
        void serialize(std::ostream &os);
-       void deSerialize(std::istream &is);
+       void deSerialize(std::istream &is, std::string playername);
+
+       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_water;
+       bool in_liquid;
        // This is more stable and defines the maximum speed of the player
-       bool in_water_stable;
+       bool in_liquid_stable;
+       // Gets the viscosity of water to calculate friction
+       u8 liquid_viscosity;
        bool is_climbing;
-       bool swimming_up;
+       bool swimming_vertical;
        bool camera_barely_in_ceiling;
-       
-       u8 light;
 
-       // In creative mode, this is the invisible backup inventory
        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;
+
+       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 peer_id;
 
        std::string inventory_formspec;
 
+       PlayerControl control;
+       PlayerControl getPlayerControl()
+       {
+               return control;
+       }
+
+       u32 keyPressed;
+
+
+       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;
 protected:
        IGameDef *m_gamedef;
 
        char m_name[PLAYERNAME_SIZE];
+       u16 m_breath;
        f32 m_pitch;
        f32 m_yaw;
        v3f m_speed;
        v3f m_position;
+       core::aabbox3d<f32> m_collisionbox;
+
+       bool m_dirty;
+
+       std::vector<HudElement *> hud;
+private:
+       // Protect some critical areas
+       // hud for example can be modified by EmergeThread
+       // and ServerThread
+       JMutex m_mutex;
 };
 
+
 /*
        Player on the server
 */
 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)