X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.h;h=7d8d245e319c09b0a5298bc0d95546e16b2ab50a;hb=d4d561fbcdac0175584e4f62bc6c3bfdf83510f1;hp=3b549772179d747704ab0b756edf24a32fe482a5;hpb=1bc37d576ce790c1169c5f9996be7bbc8026db2c;p=dragonfireclient.git diff --git a/src/player.h b/src/player.h index 3b5497721..7d8d245e3 100644 --- a/src/player.h +++ b/src/player.h @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 @@ -20,27 +20,92 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef PLAYER_HEADER #define PLAYER_HEADER -#include "irrlichttypes.h" +#include "irrlichttypes_bloated.h" #include "inventory.h" #include "constants.h" // BS +#include "jthread/jmutex.h" +#include #define PLAYERNAME_SIZE 20 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" +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( + bool a_up, + bool a_down, + bool a_left, + bool a_right, + bool a_jump, + bool a_aux1, + bool a_sneak, + bool a_LMB, + bool a_RMB, + 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; + 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; +}; + 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(IGameDef *gamedef, const char *name); 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 *collision_info) {} v3f getSpeed() @@ -52,9 +117,9 @@ class Player { m_speed = speed; } - - // Y direction is ignored - void accelerate(v3f target_speed, f32 max_increase); + + void accelerateHorizontal(v3f target_speed, f32 max_increase); + void accelerateVertical(v3f target_speed, f32 max_increase); v3f getPosition() { @@ -81,16 +146,22 @@ 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; } @@ -104,6 +175,18 @@ class Player return m_yaw; } + u16 getBreath() + { + return m_breath; + } + + virtual void setBreath(u16 breath) + { + if (breath != m_breath) + m_dirty = true; + m_breath = breath; + } + f32 getRadPitch() { return -1.0 * m_pitch * core::DEGTORAD; @@ -114,22 +197,30 @@ class Player return (m_yaw + 90.) * core::DEGTORAD; } - void updateName(const char *name) - { - snprintf(m_name, PLAYERNAME_SIZE, "%s", name); - } - const char * getName() const { return m_name; } + core::aabbox3d 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; + } + virtual bool isLocal() const { return false; } virtual PlayerSAO *getPlayerSAO() { return NULL; } virtual void setPlayerSAO(PlayerSAO *sao) - { assert(0); } + { FATAL_ERROR("FIXME"); } /* serialize() writes a bunch of text that can contain @@ -137,45 +228,122 @@ class Player 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 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; + bool swimming_vertical; bool camera_barely_in_ceiling; - - u8 light; - // In creative mode, this is the invisible backup inventory Inventory inventory; + 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 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; protected: IGameDef *m_gamedef; char m_name[PLAYERNAME_SIZE]; + u16 m_breath; f32 m_pitch; f32 m_yaw; v3f m_speed; v3f m_position; + core::aabbox3d m_collisionbox; + + bool m_dirty; + + std::vector hud; +private: + // Protect some critical areas + // hud for example can be modified by EmergeThread + // and ServerThread + JMutex m_mutex; }; + /* Player on the server */ class RemotePlayer : public Player { public: - RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {} + RemotePlayer(IGameDef *gamedef, const char *name): + Player(gamedef, name), + m_sao(NULL) + {} virtual ~RemotePlayer() {} + void save(std::string savedir); + PlayerSAO *getPlayerSAO() { return m_sao; } void setPlayerSAO(PlayerSAO *sao)