/* 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 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 Lesser General Public License for more details. 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 LOCALPLAYER_HEADER #define LOCALPLAYER_HEADER #include "player.h" #include "environment.h" #include "constants.h" #include class Client; class Environment; class GenericCAO; class ClientActiveObject; class IGameDef; enum LocalPlayerAnimations { NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM }; // no local animation, walking, digging, both class LocalPlayer : public Player { public: LocalPlayer(Client *client, const char *name); virtual ~LocalPlayer(); ClientActiveObject *parent = nullptr; // 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 = false; // This is more stable and defines the maximum speed of the player bool in_liquid_stable = false; // Gets the viscosity of water to calculate friction u8 liquid_viscosity = 0; bool is_climbing = false; bool swimming_vertical = 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 = true; v3f overridePosition; void move(f32 dtime, Environment *env, f32 pos_max_d); void move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info); // Temporary option for old move code void old_move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info); void applyControl(float dtime); v3s16 getStandingNodePos(); v3s16 getFootstepNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; 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 = 0.0f; bool makes_footstep_sound = true; int last_animation = NO_ANIM; float last_animation_speed; std::string hotbar_image = ""; std::string hotbar_selected_image = ""; video::SColor light_color = video::SColor(255, 255, 255, 255); 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); // Pre-condition m_cao = toset; } u32 maxHudId() const { return hud.size(); } u16 getBreath() const { return m_breath; } void setBreath(u16 breath) { m_breath = breath; } 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) { m_position = position; m_sneak_node_exists = false; } v3f getPosition() const { return m_position; } v3f getEyePosition() const { return m_position + getEyeOffset(); } v3f getEyeOffset() const; 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); v3f m_position; v3s16 m_standing_node; v3s16 m_sneak_node = v3s16(32767, 32767, 32767); // Stores the top bounding box of m_sneak_node 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 = 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 = 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 = 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; 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); GenericCAO *m_cao = nullptr; Client *m_client; }; #endif