]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Cpp11 patchset 11: continue working on constructor style migration (#6004)
[dragonfireclient.git] / src / player.h
index 517bd354dad0fed5161e340534ff3f75dd181386..fc799afb17fc21d696bfc66c637a2a5c895581a4 100644 (file)
@@ -22,28 +22,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes_bloated.h"
 #include "inventory.h"
-#include "constants.h" // BS
+#include "constants.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 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() {}
+
        PlayerControl(
                bool a_up,
                bool a_down,
@@ -52,10 +43,13 @@ struct PlayerControl
                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_yaw,
+               float a_sidew_move_joystick_axis,
+               float a_forw_move_joystick_axis
        )
        {
                up = a_up;
@@ -65,38 +59,49 @@ struct PlayerControl
                jump = a_jump;
                aux1 = a_aux1;
                sneak = a_sneak;
+               zoom = a_zoom;
                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;
+               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;
 };
 
 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(const char *name, IItemDefManager *idef);
        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()
@@ -108,109 +113,21 @@ class Player
        {
                m_speed = speed;
        }
-       
-       void accelerateHorizontal(v3f target_speed, f32 max_increase);
-       void accelerateVertical(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;
-       }
-
-       virtual void setYaw(f32 yaw)
-       {
-               m_yaw = yaw;
-       }
-
-       f32 getPitch()
-       {
-               return m_pitch;
-       }
-
-       f32 getYaw()
-       {
-               return m_yaw;
-       }
 
-       f32 getRadPitch()
-       {
-               return -1.0 * m_pitch * core::DEGTORAD;
-       }
-
-       f32 getRadYaw()
-       {
-               return (m_yaw + 90.) * core::DEGTORAD;
-       }
+       const char *getName() const { return m_name; }
 
-       void updateName(const char *name)
+       u32 getFreeHudID()
        {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+               size_t size = hud.size();
+               for (size_t i = 0; i != size; i++) {
+                       if (!hud[i])
+                               return i;
+               }
+               return size;
        }
 
-       const char * getName() const
-       {
-               return m_name;
-       }
-
-       core::aabbox3d<f32> getCollisionbox() {
-               return m_collisionbox;
-       }
-
-       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_liquid;
-       // This is more stable and defines the maximum speed of the player
-       bool in_liquid_stable;
-       // Gets the viscosity of water to calculate friction
-       u8 liquid_viscosity;
-       bool is_climbing;
-       bool swimming_vertical;
-       bool camera_barely_in_ceiling;
-       
-       u8 light;
+       v3f eye_offset_first;
+       v3f eye_offset_third;
 
        Inventory inventory;
 
@@ -227,61 +144,35 @@ class Player
        f32 movement_liquid_sink;
        f32 movement_gravity;
 
-       float physics_override_speed;
-       float physics_override_jump;
-       float physics_override_gravity;
+       v2s32 local_animations[4];
+       float local_animation_speed;
 
-       u16 hp;
-       u16 breath;
+       u16 peer_id = PEER_ID_INEXISTENT;
 
-       float hurt_tilt_timer;
-       float hurt_tilt_strength;
-
-       u16 peer_id;
-       
        std::string inventory_formspec;
-       
+
        PlayerControl control;
-       PlayerControl getPlayerControl()
-       {
-               return control;
-       }
-       
-       u32 keyPressed;
-       
-       std::vector<HudElement *> hud;
+       const PlayerControl& getPlayerControl() { return control; }
+
+       u32 keyPressed = 0;
+
+       HudElement* getHud(u32 id);
+       u32         addHud(HudElement* hud);
+       HudElement* removeHud(u32 id);
+       void        clearHud();
+
        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;
-       core::aabbox3d<f32> m_collisionbox;
-};
 
-
-/*
-       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);
-       
+       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;
 };
 
 #endif