/* 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 PLAYER_HEADER #define PLAYER_HEADER #include "irrlichttypes_bloated.h" #include "inventory.h" #include "constants.h" // BS #include "threading/mutex.h" #include #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 *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; } void setLocalAnimations(v2s32 frames[4], float frame_speed) { for (int i = 0; i < 4; i++) local_animations[i] = frames[i]; local_animation_speed = frame_speed; } void getLocalAnimations(v2s32 *frames, float *frame_speed) { for (int i = 0; i < 4; i++) frames[i] = local_animations[i]; *frame_speed = local_animation_speed; } virtual bool isLocal() const { return false; } 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 hud; private: // Protect some critical areas // hud for example can be modified by EmergeThread // and ServerThread Mutex m_mutex; }; #endif