diff options
Diffstat (limited to 'src/player.h')
-rw-r--r-- | src/player.h | 350 |
1 files changed, 122 insertions, 228 deletions
diff --git a/src/player.h b/src/player.h index 12ea0dba1..beca82f66 100644 --- a/src/player.h +++ b/src/player.h @@ -17,89 +17,124 @@ 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 "irrlichttypes_bloated.h" #include "inventory.h" -#include "constants.h" // BS +#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() - { - up = false; - down = false; - left = false; - right = false; - jump = false; - aux1 = false; - sneak = false; - LMB = false; - RMB = false; - pitch = 0; - yaw = 0; - } + 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_LMB, - bool a_RMB, - float a_pitch, - float a_yaw + 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_movement_speed, float a_movement_direction ) { - up = a_up; - down = a_down; - left = a_left; - right = a_right; + // Encode direction keys into a single value so nobody uses it accidentally + // as movement_{speed,direction} is supposed to be the source of truth. + direction_keys = (a_up&1) | ((a_down&1) << 1) | + ((a_left&1) << 2) | ((a_right&1) << 3); jump = a_jump; aux1 = a_aux1; sneak = a_sneak; - LMB = a_LMB; - RMB = a_RMB; + zoom = a_zoom; + dig = a_dig; + place = a_place; pitch = a_pitch; yaw = a_yaw; + movement_speed = a_movement_speed; + movement_direction = a_movement_direction; } - bool up; - bool down; - bool left; - bool right; - bool jump; - bool aux1; - bool sneak; - bool LMB; - bool RMB; - float pitch; - float yaw; + +#ifndef SERVER + // For client use + u32 getKeysPressed() const; + inline bool isMoving() const { return movement_speed > 0.001f; } +#endif + + // For server use + void unpackKeysPressed(u32 keypress_bits); + + u8 direction_keys = 0; + bool jump = false; + bool aux1 = false; + bool sneak = false; + bool zoom = false; + bool dig = false; + bool place = false; + // Note: These four are NOT available on the server + float pitch = 0.0f; + float yaw = 0.0f; + float movement_speed = 0.0f; + float movement_direction = 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; -class PlayerSAO; struct HudElement; +class Environment; 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) + DISABLE_CLASS_COPY(Player); + + 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() + v3f getSpeed() const { return m_speed; } @@ -108,93 +143,11 @@ public: { 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; - } - - u16 getBreath() - { - return m_breath; - } - virtual void setBreath(u16 breath) - { - m_breath = breath; - } + const char *getName() const { return m_name; } - f32 getRadPitch() + u32 getFreeHudID() { - return -1.0 * m_pitch * core::DEGTORAD; - } - - f32 getRadYaw() - { - 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<f32> getCollisionbox() { - return m_collisionbox; - } - - u32 getFreeHudID() const { size_t size = hud.size(); for (size_t i = 0; i != size; i++) { if (!hud[i]) @@ -203,50 +156,8 @@ public: return size; } - 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, std::string playername); - - bool checkModified() - { - if(m_last_hp != hp || m_last_pitch != m_pitch || - m_last_pos != m_position || m_last_yaw != m_yaw || - !(inventory == m_last_inventory)) - { - m_last_hp = hp; - m_last_pitch = m_pitch; - m_last_pos = m_position; - m_last_yaw = m_yaw; - m_last_inventory = inventory; - return true; - } else { - return false; - } - } - - 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; @@ -263,68 +174,51 @@ public: 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; + std::string inventory_formspec; + std::string formspec_prepend; - float hurt_tilt_timer; - float hurt_tilt_strength; + PlayerControl control; + const PlayerControl& getPlayerControl() { return control; } + PlayerSettings &getPlayerSettings() { return m_player_settings; } + static void settingsChangedCallback(const std::string &name, void *data); - u16 peer_id; + // 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; } - std::string inventory_formspec; - - PlayerControl control; - PlayerControl getPlayerControl() + void setFov(const PlayerFovSpec &spec) { - return control; + m_fov_override_spec = spec; } - - u32 keyPressed; - - std::vector<HudElement *> hud; + + const PlayerFovSpec &getFov() const + { + return m_fov_override_spec; + } + + 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]; - u16 m_breath; - f32 m_pitch; - f32 m_yaw; v3f m_speed; - v3f m_position; - core::aabbox3d<f32> m_collisionbox; - - f32 m_last_pitch; - f32 m_last_yaw; - v3f m_last_pos; - u16 m_last_hp; - Inventory m_last_inventory; -}; - + u16 m_wield_index = 0; + PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f }; -/* - 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; + PlayerSettings m_player_settings; }; - -#endif - |