X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Flocalplayer.h;h=77d79e47221c8a1790de5d456542ada37e804e77;hb=6c9df2ffa7ee81a05b28fdd6123a926abd284c72;hp=dcfefcb1ae2c629f6b7dd70e66c1b6b2e0b16bd7;hpb=f9fdb48dc85e53253ef93972355d3c7bc9d0ffb0;p=minetest.git diff --git a/src/localplayer.h b/src/localplayer.h index dcfefcb1a..77d79e472 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -17,17 +17,19 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -#ifndef LOCALPLAYER_HEADER -#define LOCALPLAYER_HEADER +#pragma once #include "player.h" #include "environment.h" +#include "constants.h" +#include "settings.h" #include class Client; class Environment; class GenericCAO; class ClientActiveObject; +class ClientEnvironment; class IGameDef; enum LocalPlayerAnimations @@ -42,29 +44,32 @@ class LocalPlayer : public Player { public: LocalPlayer(Client *client, const char *name); - virtual ~LocalPlayer(); + virtual ~LocalPlayer() = default; - ClientActiveObject *parent; + ClientActiveObject *parent = nullptr; - u16 hp; - bool isAttached; - bool touching_ground; + // Initialize hp to 0, so that no hearts will be shown if server + // doesn't support health points + u16 hp = 0; + bool isAttached = false; + bool touching_ground = false; // This oscillates so that the player jumps a bit above the surface - bool in_liquid; + bool in_liquid = false; // This is more stable and defines the maximum speed of the player - bool in_liquid_stable; + bool in_liquid_stable = false; // Gets the viscosity of water to calculate friction - u8 liquid_viscosity; - bool is_climbing; - bool swimming_vertical; - - float physics_override_speed; - float physics_override_jump; - float physics_override_gravity; - bool physics_override_sneak; - bool physics_override_sneak_glitch; + u8 liquid_viscosity = 0; + bool is_climbing = false; + bool swimming_vertical = false; + bool is_slipping = false; + + float physics_override_speed = 1.0f; + float physics_override_jump = 1.0f; + float physics_override_gravity = 1.0f; + bool physics_override_sneak = true; + bool physics_override_sneak_glitch = false; // Temporary option for old move code - bool physics_override_new_move; + bool physics_override_new_move = true; v3f overridePosition; @@ -75,7 +80,7 @@ class LocalPlayer : public Player void old_move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info); - void applyControl(float dtime); + void applyControl(float dtime, Environment *env); v3s16 getStandingNodePos(); v3s16 getFootstepNodePos(); @@ -83,30 +88,32 @@ class LocalPlayer : public Player // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; - float last_pitch; - float last_yaw; - unsigned int last_keyPressed; - u8 last_camera_fov; - u8 last_wanted_range; + float last_pitch = 0.0f; + float last_yaw = 0.0f; + unsigned int last_keyPressed = 0; + u8 last_camera_fov = 0; + u8 last_wanted_range = 0; - float camera_impact; + float camera_impact = 0.0f; - int last_animation; + bool makes_footstep_sound = true; + + int last_animation = NO_ANIM; float last_animation_speed; - std::string hotbar_image; - std::string hotbar_selected_image; + std::string hotbar_image = ""; + std::string hotbar_selected_image = ""; - video::SColor light_color; + video::SColor light_color = video::SColor(255, 255, 255, 255); - float hurt_tilt_timer; - float hurt_tilt_strength; + float hurt_tilt_timer = 0.0f; + float hurt_tilt_strength = 0.0f; GenericCAO *getCAO() const { return m_cao; } void setCAO(GenericCAO *toset) { - assert(m_cao == NULL); // Pre-condition + assert(!m_cao); // Pre-condition m_cao = toset; } @@ -118,11 +125,9 @@ class LocalPlayer : public Player v3s16 getLightPosition() const; void setYaw(f32 yaw) { m_yaw = yaw; } - f32 getYaw() const { return m_yaw; } void setPitch(f32 pitch) { m_pitch = pitch; } - f32 getPitch() const { return m_pitch; } inline void setPosition(const v3f &position) @@ -134,43 +139,52 @@ class LocalPlayer : public Player v3f getPosition() const { return m_position; } v3f getEyePosition() const { return m_position + getEyeOffset(); } v3f getEyeOffset() const; + void setEyeHeight(float eye_height) { m_eye_height = eye_height; } + + void setCollisionbox(const aabb3f &box) { m_collisionbox = box; } + + float getZoomFOV() const { return m_zoom_fov; } + void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; } private: void accelerateHorizontal(const v3f &target_speed, const f32 max_increase); void accelerateVertical(const v3f &target_speed, const f32 max_increase); + bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max); + float getSlipFactor(Environment *env, const v3f &speedH); v3f m_position; + v3s16 m_standing_node; - v3s16 m_sneak_node; - // Stores the max player uplift by m_sneak_node - // To support temporary option for old move code - f32 m_sneak_node_bb_ymax; + v3s16 m_sneak_node = v3s16(32767, 32767, 32767); // Stores the top bounding box of m_sneak_node - aabb3f m_sneak_node_bb_top; + aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); // Whether the player is allowed to sneak - bool m_sneak_node_exists; - // Whether recalculation of m_sneak_node and its top bbox is needed - bool m_need_to_get_new_sneak_node; + bool m_sneak_node_exists = false; // Whether a "sneak ladder" structure is detected at the players pos // see detectSneakLadder() in the .cpp for more info (always false if disabled) - bool m_sneak_ladder_detected; - // Whether a 2-node-up ledge is detected at the players pos, - // see detectLedge() in the .cpp for more info (always false if disabled). - bool m_ledge_detected; + bool m_sneak_ladder_detected = false; + // ***** Variables for temporary option of the old move code ***** + // Stores the max player uplift by m_sneak_node + f32 m_sneak_node_bb_ymax = 0.0f; + // Whether recalculation of m_sneak_node and its top bbox is needed + bool m_need_to_get_new_sneak_node = true; // Node below player, used to determine whether it has been removed, // and its old type - v3s16 m_old_node_below; - std::string m_old_node_below_type; - bool m_can_jump; - u16 m_breath; - f32 m_yaw; - f32 m_pitch; - bool camera_barely_in_ceiling; - aabb3f m_collisionbox; - - GenericCAO *m_cao; + v3s16 m_old_node_below = v3s16(32767, 32767, 32767); + std::string m_old_node_below_type = "air"; + // ***** End of variables for temporary option ***** + + bool m_can_jump = false; + u16 m_breath = PLAYER_MAX_BREATH_DEFAULT; + f32 m_yaw = 0.0f; + f32 m_pitch = 0.0f; + bool camera_barely_in_ceiling = false; + aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f, + BS * 1.75f, BS * 0.30f); + float m_eye_height = 1.625f; + float m_zoom_fov = 0.0f; + + GenericCAO *m_cao = nullptr; Client *m_client; }; - -#endif