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 16/* Copyright (C) 2015 Aaron Suen <warr1024@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 /* 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. */ #pragma once #include "player.h" #include "environment.h" #include "constants.h" #include "settings.h" #include <list> class Client; class Environment; class GenericCAO; class ClientActiveObject; class ClientEnvironment; class IGameDef; struct collisionMoveResult; enum for (u32 ctrx = 0; ctrx }; // no local animation, walking, digging, both class LocalPlayer : public Player { public: LocalPlayer(Client *client, const char *name); virtual ~LocalPlayer() = default; 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<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, Environment *env); 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 = minsy + sh / dim.Height; maxsy = rangelim(maxsy, 0, sh); if (minsy > maxsy) SWAP(double, minsy, maxsy); // Total area, and integral of r, g, b values over that area, // initialized to zero, to be summed up in next loops. area = 0; ra = 0; ga = 0; ba = 0; aa = 0; // Loop over the integral pixel positions described by those bounds. for (sy = floor(minsy); sy < maxsy; sy++) for (sx = floor(minsx); sx < maxsx; sx++) { // Calculate width, height, then area of dest pixel // that's covered by this source pixel. pw = 1; if (minsx > sx) pw += sx - minsx; if (maxsx < (sx + 1)) pw += maxsx - sx - 1; ph = 1; if (minsy > sy) ph += sy - minsy; if (maxsy < (sy + 1)) ph += maxsy - sy - 1; pa = pw * ph; // Get source pixel and add it to totals, weighted // by covered area and alpha. pxl = src->getPixel((u32)sx, (u32)sy); area += pa; ra += pa 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_DEFAULT; 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); float m_eye_height = 1.625f; float m_zoom_fov = 0.0f; bool m_autojump = false; float m_autojump_time = 0.0f; GenericCAO *m_cao = nullptr; Client *m_client; };