/* 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. */ #pragma once #include "irrlichttypes_bloated.h" #include "inventory.h" #include "constants.h" #include "network/networkprotocol.h" #include "util/basic_macros.h" #include #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 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; }; 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; }; struct PlayerSettings { bool free_move = false; bool pitch_move = false; bool fast_move = false; bool continuous_forward = false; bool always_fly_fast = false; bool aux1_descends = false; bool noclip = false; bool autojump = false; const std::string setting_names[8] = { "free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast", "aux1_descends", "noclip", "autojump" }; void readGlobalSettings(); }; 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 *collision_info) {} v3f getSpeed() const { return m_speed; } void setSpeed(v3f speed) { m_speed = 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; 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; PlayerSettings &getPlayerSettings() { return m_player_settings; } static void settingsChangedCallback(const std::string &name, void *data); // 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; } void setFov(const PlayerFovSpec &spec) { m_fov_override_spec = spec; } const PlayerFovSpec &getFov() const { return m_fov_override_spec; } 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]; v3f m_speed; u16 m_wield_index = 0; PlayerFovSpec m_fov_override_spec = { 0.0f, false, 0.0f }; std::vector hud; private: // Protect some critical areas // hud for example can be modified by EmergeThread // and ServerThread std::mutex m_mutex; PlayerSettings m_player_settings; };