]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Add zoom, tweakable with zoom_fov, default key: Z (like optifine)
[dragonfireclient.git] / src / player.h
index 1c9dde7e0aab7c369f58164a74f71577de08f048..eab00bb0491768380aa21f9327b02e78829ae52c 100644 (file)
@@ -1,18 +1,18 @@
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,29 +20,106 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef PLAYER_HEADER
 #define PLAYER_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
 #include "inventory.h"
-#include "collision.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
+{
+       PlayerControl()
+       {
+               up = false;
+               down = false;
+               left = false;
+               right = false;
+               jump = false;
+               aux1 = false;
+               sneak = false;
+               LMB = false;
+               RMB = false;
+               pitch = 0;
+               yaw = 0;
+               sidew_move_joystick_axis = .0f;
+               forw_move_joystick_axis = .0f;
+       }
+
+       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;
+       bool down;
+       bool left;
+       bool right;
+       bool jump;
+       bool aux1;
+       bool sneak;
+       bool zoom;
+       bool LMB;
+       bool RMB;
+       float pitch;
+       float yaw;
+       float sidew_move_joystick_axis;
+       float forw_move_joystick_axis;
+};
 
 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);
-       virtual ~Player();
-
-       void resetInventory();
+       Player(IGameDef *gamedef, const char *name);
+       virtual ~Player() = 0;
 
-       //void move(f32 dtime, Map &map);
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
+       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()
        {
@@ -53,9 +130,6 @@ class Player
        {
                m_speed = speed;
        }
-       
-       // Y direction is ignored
-       void accelerate(v3f target_speed, f32 max_increase);
 
        v3f getPosition()
        {
@@ -66,10 +140,8 @@ class Player
 
        v3f getEyeOffset()
        {
-               // This is at the height of the eyes of the current figure
-               // return v3f(0, BS+BS/2, 0);
-               // This is more like in minecraft
-               return v3f(0,BS+(5*BS)/8,0);
+               float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
+               return v3f(0, BS * eye_height, 0);
        }
 
        v3f getEyePosition()
@@ -79,16 +151,22 @@ 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;
        }
 
@@ -102,162 +180,286 @@ class Player
                return m_yaw;
        }
 
-       f32 getRadPitch()
+       u16 getBreath()
+       {
+               return m_breath;
+       }
+
+       virtual void setBreath(u16 breath)
+       {
+               if (breath != m_breath)
+                       m_dirty = true;
+               m_breath = breath;
+       }
+
+       // Deprecated
+       f32 getRadPitchDep()
        {
                return -1.0 * m_pitch * core::DEGTORAD;
        }
 
-       f32 getRadYaw()
+       // Deprecated
+       f32 getRadYawDep()
        {
                return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       virtual void updateName(const char *name)
+       f32 getRadPitch()
        {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+               return m_pitch * core::DEGTORAD;
        }
 
-       virtual void wieldItem(u16 item);
-       virtual const InventoryItem *getWieldItem() const
+       f32 getRadYaw()
        {
-               const InventoryList *list = inventory.getList("main");
-               if (list)
-                       return list->getItem(m_selected_item);
-               return NULL;
+               return m_yaw * core::DEGTORAD;
        }
 
-       const char * getName()
+       const char *getName() const
        {
                return m_name;
        }
 
-       virtual bool isLocal() const = 0;
+       aabb3f 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;
+       }
+
+       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> &params)
+       {
+               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;
+       }
 
-       virtual void updateLight(u8 light_at_pos)
+       void getDayNightRatio(bool *do_override, float *ratio)
        {
-               light = light_at_pos;
+               *do_override = m_day_night_ratio_do_override;
+               *ratio = m_day_night_ratio;
        }
-       
-       // NOTE: Use peer_id == 0 for disconnected
-       /*virtual bool isClientConnected() { return false; }
-       virtual void setClientConnected(bool) {}*/
-       
+
+       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;
+       }
+
+       virtual PlayerSAO *getPlayerSAO()
+       {
+               return NULL;
+       }
+
+       virtual void setPlayerSAO(PlayerSAO *sao)
+       {
+               FATAL_ERROR("FIXME");
+       }
+
        /*
                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);
+       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 got_teleported;
        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;
-       
-       u8 light;
+       bool swimming_vertical;
+       bool camera_barely_in_ceiling;
+       v3f eye_offset_first;
+       v3f eye_offset_third;
 
        Inventory inventory;
-       // Actual inventory is backed up here when creative mode is used
-       Inventory *inventory_backup;
 
-       bool craftresult_is_preview;
+       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 protocol_version;
        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;
+       std::string hud_hotbar_image;
+       std::string hud_hotbar_selected_image;
 protected:
        IGameDef *m_gamedef;
 
        char m_name[PLAYERNAME_SIZE];
-       u16 m_selected_item;
+       u16 m_breath;
        f32 m_pitch;
        f32 m_yaw;
        v3f m_speed;
        v3f m_position;
+       aabb3f m_collisionbox;
 
-public:
+       bool m_dirty;
 
-};
+       std::vector<HudElement *> hud;
 
-#ifndef SERVER
-struct PlayerControl
-{
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               aux1 = false;
-               sneak = 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,
-               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;
-               pitch = a_pitch;
-               yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool aux1;
-       bool sneak;
-       float pitch;
-       float yaw;
+       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 LocalPlayer : public Player
+
+/*
+       Player on the server
+*/
+class RemotePlayer : public Player
 {
 public:
-       LocalPlayer(IGameDef *gamedef);
-       virtual ~LocalPlayer();
+       RemotePlayer(IGameDef *gamedef, const char *name);
+       virtual ~RemotePlayer() {}
 
-       bool isLocal() const
-       {
-               return true;
-       }
-       
-       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 save(std::string savedir);
 
-       void applyControl(float dtime);
-       
-       PlayerControl control;
+       PlayerSAO *getPlayerSAO()
+       { return m_sao; }
+       void setPlayerSAO(PlayerSAO *sao)
+       { m_sao = sao; }
+       void setPosition(const v3f &position);
 
 private:
-       // This is used for determining the sneaking range
-       v3s16 m_sneak_node;
-       // Whether the player is allowed to sneak
-       bool m_sneak_node_exists;
+       PlayerSAO *m_sao;
 };
-#endif // !SERVER
 
 #endif