]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Add mod.conf to preview clientmod (#11020)
[dragonfireclient.git] / src / player.h
index 5ccff46752fa6062f18db0dac7700b2fa8a946c7..ec068a8b10faac31b750d248387663470a9290ba 100644 (file)
 /*
-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.
 */
 
-#ifndef PLAYER_HEADER
-#define PLAYER_HEADER
+#pragma once
 
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
 #include "inventory.h"
-#include "collision.h"
+#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;
+
+       // Whether to multiply the client's FOV or to override it
+       bool is_multiplier;
+
+       // The time to be take to trasition to the new FOV value.
+       // Transition is instantaneous if omitted. Omitted by default.
+       f32 transition_time;
+};
+
+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_dig,
+               bool a_place,
+               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;
+               dig = a_dig;
+               place = a_place;
+               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 dig = false;
+       bool place = 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;
+struct HudElement;
+class Environment;
 
 class Player
 {
 public:
 
-       Player(IGameDef *gamedef);
-       virtual ~Player();
+       Player(const char *name, IItemDefManager *idef);
+       virtual ~Player() = 0;
 
-       void resetInventory();
+       DISABLE_CLASS_COPY(Player);
 
-       //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()
+       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+BS/2, 0);
-               // This is more like in minecraft
-               return v3f(0,BS+(5*BS)/8,0);
-       }
 
-       v3f getEyePosition()
-       {
-               return m_position + getEyeOffset();
-       }
-
-       virtual void setPosition(const v3f &position)
-       {
-               m_position = position;
-       }
+       const char *getName() const { return m_name; }
 
-       void setPitch(f32 pitch)
+       u32 getFreeHudID()
        {
-               m_pitch = pitch;
+               size_t size = hud.size();
+               for (size_t i = 0; i != size; i++) {
+                       if (!hud[i])
+                               return i;
+               }
+               return size;
        }
 
-       virtual void setYaw(f32 yaw)
-       {
-               m_yaw = yaw;
-       }
+       v3f eye_offset_first;
+       v3f eye_offset_third;
 
-       f32 getPitch()
-       {
-               return m_pitch;
-       }
+       Inventory inventory;
 
-       f32 getYaw()
-       {
-               return m_yaw;
-       }
+       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;
 
-       virtual void updateName(const char *name)
-       {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
-       }
+       PlayerControl control;
+       const PlayerControl& getPlayerControl() { return control; }
+       PlayerSettings &getPlayerSettings() { return m_player_settings; }
+       static void settingsChangedCallback(const std::string &name, void *data);
 
-       virtual void wieldItem(u16 item);
-       virtual const InventoryItem *getWieldItem() const
-       {
-               const InventoryList *list = inventory.getList("main");
-               if (list)
-                       return list->getItem(m_selected_item);
-               return NULL;
-       }
+       // 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; }
 
-       const char * getName()
+       void setFov(const PlayerFovSpec &spec)
        {
-               return m_name;
+               m_fov_override_spec = spec;
        }
 
-       virtual bool isLocal() const = 0;
-
-       virtual void updateLight(u8 light_at_pos)
+       const PlayerFovSpec &getFov() const
        {
-               light = light_at_pos;
+               return m_fov_override_spec;
        }
-       
-       // NOTE: Use peer_id == 0 for disconnected
-       /*virtual bool isClientConnected() { return false; }
-       virtual void setClientConnected(bool) {}*/
-       
-       /*
-               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;
-       
-       u8 light;
-
-       Inventory inventory;
-       // Actual inventory is backed up here when creative mode is used
-       Inventory *inventory_backup;
 
-       bool craftresult_is_preview;
+       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];
-       u16 m_selected_item;
-       f32 m_pitch;
-       f32 m_yaw;
        v3f m_speed;
-       v3f m_position;
-
-public:
-
-};
-
-/*
-       Player on the server
-*/
-
-#include "serverobject.h"
-#include "content_object.h" // Object type IDs
-
-class ServerRemotePlayer : public Player, public ServerActiveObject
-{
-public:
-       ServerRemotePlayer(ServerEnvironment *env);
-       ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
-                       const char *name_);
-
-       virtual ~ServerRemotePlayer();
-
-       virtual bool isLocal() const
-       { return false; }
-
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
-       {
-       }
-       
-       virtual void setPosition(const v3f &position)
-       {
-               Player::setPosition(position);
-               ServerActiveObject::setBasePosition(position);
-       }
-       
-       /* ServerActiveObject interface */
-
-       u8 getType() const
-       {return ACTIVEOBJECT_TYPE_PLAYER;}
-       
-       virtual void setPos(v3f pos)
-       {
-               setPosition(pos);
-               // Movement caused by this command is always valid
-               m_last_good_position = pos;
-               m_last_good_position_age = 0;
-       }
-       virtual void moveTo(v3f pos, bool continuous)
-       {
-               setPosition(pos);
-               // Movement caused by this command is always valid
-               m_last_good_position = pos;
-               m_last_good_position_age = 0;
-       }
-       
-       virtual std::string getDescription(){return getName();}
-       // Returns a reference
-       virtual InventoryItem* getWieldedItem();
-       virtual void damageWieldedItem(u16 amount);
-       // If all fits, eats item and returns true. Otherwise returns false.
-       virtual bool addToInventory(InventoryItem *item);
-       virtual void addToInventoryLater(InventoryItem *item);
-       void clearAddToInventoryLater();
-       void completeAddToInventoryLater(u16 preferred_index);
-       virtual void setHP(s16 hp_);
-       virtual s16 getHP();
-       
-       v3f m_last_good_position;
-       float m_last_good_position_age;
-       std::vector<InventoryItem*> m_additional_items;
-       bool m_inventory_not_sent;
-       bool m_hp_not_sent;
-       
-private:
-};
-
-#ifndef SERVER
-
-/*
-       All the other players on the client are these
-*/
-
-class RemotePlayer : public Player, public scene::ISceneNode
-{
-public:
-       RemotePlayer(
-               IGameDef *gamedef,
-               scene::ISceneNode* parent=NULL,
-               IrrlichtDevice *device=NULL,
-               s32 id=0);
-       
-       virtual ~RemotePlayer();
-
-       /*
-               ISceneNode methods
-       */
-
-       virtual void OnRegisterSceneNode()
-       {
-               if (IsVisible)
-                       SceneManager->registerNodeForRendering(this);
-
-               ISceneNode::OnRegisterSceneNode();
-       }
-
-       virtual void render()
-       {
-               // Do nothing
-       }
-       
-       virtual const core::aabbox3d<f32>& getBoundingBox() const
-       {
-               return m_box;
-       }
-
-       void setPosition(const v3f &position)
-       {
-               m_oldpos = m_showpos;
-               
-               if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
-                       m_pos_animation_time = m_pos_animation_time_counter;
-               else
-                       m_pos_animation_time = m_pos_animation_time * 0.9
-                                       + m_pos_animation_time_counter * 0.1;
-               m_pos_animation_time_counter = 0;
-               m_pos_animation_counter = 0;
-               
-               Player::setPosition(position);
-               //ISceneNode::setPosition(position);
-       }
-
-       virtual void setYaw(f32 yaw)
-       {
-               Player::setYaw(yaw);
-               ISceneNode::setRotation(v3f(0, -yaw, 0));
-       }
-
-       bool isLocal() const
-       {
-               return false;
-       }
-
-       void updateName(const char *name);
-
-       virtual void updateLight(u8 light_at_pos)
-       {
-               Player::updateLight(light_at_pos);
-
-               if(m_node == NULL)
-                       return;
-
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               setMeshVerticesColor(m_node->getMesh(), color);
-       }
-       
-       void move(f32 dtime, Map &map, f32 pos_max_d);
-
-private:
-       scene::IMeshSceneNode *m_node;
-       scene::ITextSceneNode* m_text;
-       core::aabbox3d<f32> m_box;
-
-       v3f m_oldpos;
-       f32 m_pos_animation_counter;
-       f32 m_pos_animation_time;
-       f32 m_pos_animation_time_counter;
-       v3f m_showpos;
-};
-
-#endif // !SERVER
-
-#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;
-};
-
-class LocalPlayer : public Player
-{
-public:
-       LocalPlayer(IGameDef *gamedef);
-       virtual ~LocalPlayer();
-
-       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 applyControl(float dtime);
-       
-       PlayerControl control;
+       u16 m_wield_index = 0;
+       PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f };
 
+       std::vector<HudElement *> hud;
 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;
+       // Protect some critical areas
+       // hud for example can be modified by EmergeThread
+       // and ServerThread
+       std::mutex m_mutex;
+       PlayerSettings m_player_settings;
 };
-#endif // !SERVER
-
-#endif
-