minetest/src/player.h

262 lines
6.4 KiB
C++

/*
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 "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h"
#include "network/networkprotocol.h"
#include "util/basic_macros.h"
#include <list>
#include <mutex>
#include <functional>
#include <tuple>
#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 PlayerFovSpec
{
f32 fov;
// Whether to multiply the client's FOV or to override it
bool is_multiplier;
// The time to be take to trasition to the new FOV value.
// Transition is instantaneous if omitted. Omitted by default.
f32 transition_time = 0;
inline bool operator==(const PlayerFovSpec &other) const {
// transition_time is compared here since that could be relevant
// when aborting a running transition.
return fov == other.fov && is_multiplier == other.is_multiplier &&
transition_time == other.transition_time;
}
inline bool operator!=(const PlayerFovSpec &other) const {
return !(*this == other);
}
};
struct PlayerControl
{
PlayerControl() = default;
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_dig, bool a_place,
float a_pitch, float a_yaw,
float a_movement_speed, float a_movement_direction
)
{
// Encode direction keys into a single value so nobody uses it accidentally
// as movement_{speed,direction} is supposed to be the source of truth.
direction_keys = (a_up&1) | ((a_down&1) << 1) |
((a_left&1) << 2) | ((a_right&1) << 3);
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
zoom = a_zoom;
dig = a_dig;
place = a_place;
pitch = a_pitch;
yaw = a_yaw;
movement_speed = a_movement_speed;
movement_direction = a_movement_direction;
}
#ifndef SERVER
// For client use
u32 getKeysPressed() const;
inline bool isMoving() const { return movement_speed > 0.001f; }
#endif
// For server use
void unpackKeysPressed(u32 keypress_bits);
u8 direction_keys = 0;
bool jump = false;
bool aux1 = false;
bool sneak = false;
bool zoom = false;
bool dig = false;
bool place = false;
// Note: These four are NOT available on the server
float pitch = 0.0f;
float yaw = 0.0f;
float movement_speed = 0.0f;
float movement_direction = 0.0f;
};
struct PlayerPhysicsOverride
{
float speed = 1.f;
float jump = 1.f;
float gravity = 1.f;
bool sneak = true;
bool sneak_glitch = false;
// "Temporary" option for old move code
bool new_move = true;
float speed_climb = 1.f;
float speed_crouch = 1.f;
float liquid_fluidity = 1.f;
float liquid_fluidity_smooth = 1.f;
float liquid_sink = 1.f;
float acceleration_default = 1.f;
float acceleration_air = 1.f;
private:
auto tie() const {
// Make sure to add new members to this list!
return std::tie(
speed, jump, gravity, sneak, sneak_glitch, new_move, speed_climb, speed_crouch,
liquid_fluidity, liquid_fluidity_smooth, liquid_sink, acceleration_default,
acceleration_air
);
}
public:
bool operator==(const PlayerPhysicsOverride &other) const {
return tie() == other.tie();
};
bool operator!=(const PlayerPhysicsOverride &other) const {
return tie() != other.tie();
};
};
class Map;
struct CollisionInfo;
struct HudElement;
class Environment;
class Player
{
public:
Player(const char *name, IItemDefManager *idef);
virtual ~Player() = 0;
DISABLE_CLASS_COPY(Player);
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)
{}
// in BS-space
inline void setSpeed(v3f speed)
{
m_speed = speed;
}
// in BS-space
v3f getSpeed() const { return m_speed; }
const char *getName() const { return m_name; }
u32 getFreeHudID()
{
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
return i;
}
return size;
}
v3f eye_offset_first;
v3f eye_offset_third;
v3f eye_offset_third_front;
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;
std::string inventory_formspec;
std::string formspec_prepend;
PlayerControl control;
const PlayerControl& getPlayerControl() { return control; }
PlayerPhysicsOverride physics_override;
// Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
ItemStack &getWieldedItem(ItemStack *selected, ItemStack *hand) const;
void setWieldIndex(u16 index);
u16 getWieldIndex() const { return m_wield_index; }
bool setFov(const PlayerFovSpec &spec)
{
if (m_fov_override_spec == spec)
return false;
m_fov_override_spec = spec;
return true;
}
const PlayerFovSpec &getFov() const
{
return m_fov_override_spec;
}
HudElement* getHud(u32 id);
void hudApply(std::function<void(const std::vector<HudElement*>&)> f);
u32 addHud(HudElement* hud);
HudElement* removeHud(u32 id);
void clearHud();
u32 hud_flags;
s32 hud_hotbar_itemcount;
protected:
char m_name[PLAYERNAME_SIZE];
v3f m_speed; // velocity; in BS-space
u16 m_wield_index = 0;
PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f };
std::vector<HudElement *> hud;
private:
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
// FIXME: ^ this sounds like nonsense. should be checked.
std::mutex m_mutex;
};