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/*
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 PLAYER_HEADER
#define PLAYER_HEADER
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
#include "threading/mutex.h"
#include <list>
#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()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
aux1 = false;
sneak = false;
LMB = false;
RMB = false;
pitch = 0;
yaw = 0;
sidew_move_joystick_axis = .0f;
forw_move_joystick_axis = .0f;
}
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;
bool down;
bool left;
bool right;
bool jump;
bool aux1;
bool sneak;
bool zoom;
bool LMB;
bool RMB;
float pitch;
float yaw;
float sidew_move_joystick_axis;
float forw_move_joystick_axis;
};
class Map;
struct CollisionInfo;
struct HudElement;
class Environment;
// IMPORTANT:
// Do *not* perform an assignment or copy operation on a Player or
// RemotePlayer object! This will copy the lock held for HUD synchronization
class Player
{
public:
Player(const char *name, IItemDefManager *idef);
virtual ~Player() = 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<CollisionInfo> *collision_info)
{}
v3f getSpeed()
{
return m_speed;
}
void setSpeed(v3f speed)
{
m_speed = speed;
}
v3f getPosition()
{
return m_position;
}
v3s16 getLightPosition() const;
v3f getEyeOffset()
{
float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
return v3f(0, BS * eye_height, 0);
}
v3f getEyePosition()
{
return m_position + getEyeOffset();
}
virtual void setPosition(const v3f &position)
{
m_position = position;
}
virtual void setPitch(f32 pitch)
{
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
m_yaw = yaw;
}
f32 getPitch() const { return m_pitch; }
f32 getYaw() const { return m_yaw; }
u16 getBreath() const { return m_breath; }
virtual void setBreath(u16 breath) { m_breath = breath; }
f32 getRadPitch() const { return m_pitch * core::DEGTORAD; }
f32 getRadYaw() const { return m_yaw * core::DEGTORAD; }
const char *getName() const { return m_name; }
aabb3f getCollisionbox() const { return m_collisionbox; }
u32 getFreeHudID()
{
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
return i;
}
return size;
}
bool camera_barely_in_ceiling;
v3f eye_offset_first;
v3f eye_offset_third;
Inventory inventory;
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;
v2s32 local_animations[4];
float local_animation_speed;
u16 hp;
u16 peer_id;
std::string inventory_formspec;
PlayerControl control;
const PlayerControl& getPlayerControl() { return control; }
u32 keyPressed;
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
HudElement* removeHud(u32 id);
void clearHud();
u32 hud_flags;
s32 hud_hotbar_itemcount;
protected:
char m_name[PLAYERNAME_SIZE];
u16 m_breath;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
aabb3f m_collisionbox;
std::vector<HudElement *> hud;
private:
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
Mutex m_mutex;
};
#endif
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