X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.h;h=e343f55a5432fa698b127d6ba00b9f18523c1646;hb=90e7d42375918636bf65fd6273675a576530778d;hp=d62fb611116bfddae84bd69736d68fd0833bceeb;hpb=64af6d3afe6ff677aa25e2cbb7395a911f8621af;p=dragonfireclient.git diff --git a/src/player.h b/src/player.h index d62fb6111..e343f55a5 100644 --- a/src/player.h +++ b/src/player.h @@ -1,251 +1,174 @@ /* -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 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 "constants.h" +#include "network/networkprotocol.h" +#include "util/basic_macros.h" +#include +#include #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() = 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_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 = 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; +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 *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; - } + const char *getName() const { return m_name; } - v3s16 getLightPosition() const; - - v3f getEyeOffset() + u32 getFreeHudID() { - // 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); + size_t size = hud.size(); + for (size_t i = 0; i != size; i++) { + if (!hud[i]) + return i; + } + return size; } - v3f getEyePosition() - { - return m_position + getEyeOffset(); - } + v3f eye_offset_first; + v3f eye_offset_third; - 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; - } - - virtual void updateName(const char *name) - { - snprintf(m_name, PLAYERNAME_SIZE, "%s", name); - } + Inventory inventory; - const char * getName() const - { - return m_name; - } + 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; - virtual bool isLocal() const = 0; + v2s32 local_animations[4]; + float local_animation_speed; - virtual void updateLight(u8 light_at_pos) - { - light = light_at_pos; - } - - // 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; + std::string inventory_formspec; - Inventory inventory; - // Actual inventory is backed up here when creative mode is used - Inventory *inventory_backup; + PlayerControl control; + const PlayerControl& getPlayerControl() { return control; } - u16 hp; + u32 keyPressed = 0; - u16 peer_id; + 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; - -public: - -}; - -#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 *collision_info); - void move(f32 dtime, Map &map, f32 pos_max_d); - - void applyControl(float dtime); - - PlayerControl control; + std::vector 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; }; -#endif // !SERVER - -#endif -