/*
-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
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef PLAYER_HEADER
-#define PLAYER_HEADER
+#pragma once
#include "irrlichttypes_bloated.h"
#include "inventory.h"
-#include "constants.h" // BS
+#include "constants.h"
+#include "network/networkprotocol.h"
+#include "util/basic_macros.h"
+#include <list>
+#include <mutex>
#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 PlayerFovSpec
+{
+ f32 fov;
+ bool is_multiplier;
+};
+
+struct PlayerControl
+{
+ PlayerControl() = default;
+
+ 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 = false;
+ bool down = false;
+ bool left = false;
+ bool right = false;
+ bool jump = false;
+ bool aux1 = false;
+ bool sneak = false;
+ bool zoom = false;
+ bool LMB = false;
+ bool RMB = false;
+ float pitch = 0.0f;
+ float yaw = 0.0f;
+ float sidew_move_joystick_axis = 0.0f;
+ float forw_move_joystick_axis = 0.0f;
+};
+
+struct PlayerSettings
+{
+ bool free_move = false;
+ bool pitch_move = false;
+ bool fast_move = false;
+ bool continuous_forward = false;
+ bool always_fly_fast = false;
+ bool aux1_descends = false;
+ bool noclip = false;
+ bool autojump = false;
+
+ const std::string setting_names[8] = {
+ "free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast",
+ "aux1_descends", "noclip", "autojump"
+ };
+ void readGlobalSettings();
+};
class Map;
-class IGameDef;
struct CollisionInfo;
-class PlayerSAO;
+struct HudElement;
+class Environment;
class Player
{
public:
- Player(IGameDef *gamedef);
+ Player(const char *name, IItemDefManager *idef);
virtual ~Player() = 0;
- virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+ DISABLE_CLASS_COPY(Player);
+
+ 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()
+ const v3f &getSpeed() const
{
return m_speed;
}
- void setSpeed(v3f speed)
+ void setSpeed(const v3f &speed)
{
m_speed = speed;
}
-
- // Y direction is ignored
- void accelerate(v3f target_speed, f32 max_increase);
-
- v3f getPosition()
- {
- return m_position;
- }
-
- v3s16 getLightPosition() const;
-
- 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);
- }
-
- v3f getEyePosition()
- {
- return m_position + getEyeOffset();
- }
-
- virtual void setPosition(const v3f &position)
- {
- m_position = position;
- }
- void setPitch(f32 pitch)
- {
- m_pitch = pitch;
- }
+ const char *getName() const { return m_name; }
- virtual void setYaw(f32 yaw)
+ u32 getFreeHudID()
{
- m_yaw = yaw;
+ size_t size = hud.size();
+ for (size_t i = 0; i != size; i++) {
+ if (!hud[i])
+ return i;
+ }
+ return size;
}
- f32 getPitch()
- {
- return m_pitch;
- }
+ v3f eye_offset_first;
+ v3f eye_offset_third;
- f32 getYaw()
- {
- return m_yaw;
- }
-
- f32 getRadPitch()
- {
- return -1.0 * m_pitch * core::DEGTORAD;
- }
-
- f32 getRadYaw()
- {
- return (m_yaw + 90.) * core::DEGTORAD;
- }
+ Inventory inventory;
- void updateName(const char *name)
+ 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;
+
+ std::string inventory_formspec;
+ std::string formspec_prepend;
+
+ PlayerControl control;
+ const PlayerControl& getPlayerControl() { return control; }
+ PlayerSettings &getPlayerSettings() { return m_player_settings; }
+ static void settingsChangedCallback(const std::string &name, void *data);
+
+ // Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
+ ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
+ void setWieldIndex(u16 index);
+ u16 getWieldIndex() const { return m_wield_index; }
+
+ void setFov(const PlayerFovSpec &spec)
{
- snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+ m_fov_spec = spec;
}
- const char * getName() const
+ const PlayerFovSpec &getFov() const
{
- return m_name;
+ return m_fov_spec;
}
- virtual bool isLocal() const
- { return false; }
- virtual PlayerSAO *getPlayerSAO()
- { return NULL; }
- virtual void setPlayerSAO(PlayerSAO *sao)
- { assert(0); }
-
- /*
- serialize() writes a bunch of text that can contain
- any characters except a '\0', and such an ending that
- deSerialize stops reading exactly at the right point.
- */
- void serialize(std::ostream &os);
- void deSerialize(std::istream &is);
-
- bool touching_ground;
- // This oscillates so that the player jumps a bit above the surface
- bool in_water;
- // This is more stable and defines the maximum speed of the player
- bool in_water_stable;
- bool is_climbing;
- bool swimming_up;
- bool camera_barely_in_ceiling;
-
- u8 light;
-
- // In creative mode, this is the invisible backup inventory
- Inventory inventory;
+ u32 keyPressed = 0;
- u16 hp;
+ HudElement* getHud(u32 id);
+ u32 addHud(HudElement* hud);
+ HudElement* removeHud(u32 id);
+ void clearHud();
- u16 peer_id;
+ u32 hud_flags;
+ s32 hud_hotbar_itemcount;
protected:
- IGameDef *m_gamedef;
-
char m_name[PLAYERNAME_SIZE];
- f32 m_pitch;
- f32 m_yaw;
v3f m_speed;
- v3f m_position;
-};
-
-/*
- Player on the server
-*/
-class RemotePlayer : public Player
-{
-public:
- RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
- virtual ~RemotePlayer() {}
-
- PlayerSAO *getPlayerSAO()
- { return m_sao; }
- void setPlayerSAO(PlayerSAO *sao)
- { m_sao = sao; }
- void setPosition(const v3f &position);
+ u16 m_wield_index = 0;
+ PlayerFovSpec m_fov_spec = { 0.0f, false };
+ std::vector<HudElement *> hud;
private:
- PlayerSAO *m_sao;
+ // Protect some critical areas
+ // hud for example can be modified by EmergeThread
+ // and ServerThread
+ std::mutex m_mutex;
+ PlayerSettings m_player_settings;
};
-
-#endif
-