summaryrefslogtreecommitdiff
path: root/src/localplayer.h
blob: efea8bb86294872dbe059da305a2889c57e48924 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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 <list>

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;

	u16 hp;
	bool isAttached;
	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;

	float physics_override_speed;
	float physics_override_jump;
	float physics_override_gravity;
	bool physics_override_sneak;
	bool physics_override_sneak_glitch;
	// Temporary option for old move code
	bool physics_override_new_move;

	v3f overridePosition;

	void move(f32 dtime, Environment *env, f32 pos_max_d);
	void move(f32 dtime, Environment *env, f32 pos_max_d,
			std::vector<CollisionInfo> *collision_info);
	// Temporary option for old move code
	void old_move(f32 dtime, Environment *env, f32 pos_max_d,
			std::vector<CollisionInfo> *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;
	float last_yaw;
	unsigned int last_keyPressed;
	u8 last_camera_fov;
	u8 last_wanted_range;

	float camera_impact;

	bool makes_footstep_sound;

	int last_animation;
	float last_animation_speed;

	std::string hotbar_image;
	std::string hotbar_selected_image;

	video::SColor light_color;

	float hurt_tilt_timer;
	float hurt_tilt_strength;

	GenericCAO *getCAO() const { return m_cao; }

	void setCAO(GenericCAO *toset)
	{
		assert(m_cao == NULL); // 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;

	void setCollisionbox(aabb3f box) { m_collisionbox = box; }

private:
	void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
	void accelerateVertical(const v3f &target_speed, const f32 max_increase);

	v3f m_position;

	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;
	// Stores the top bounding box of m_sneak_node
	aabb3f m_sneak_node_bb_top;
	// 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;
	// 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;

	// 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;
	Client *m_client;
};

#endif