3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef LOCALPLAYER_HEADER
21 #define LOCALPLAYER_HEADER
24 #include "environment.h"
25 #include "constants.h"
31 class ClientActiveObject;
34 enum LocalPlayerAnimations
40 }; // no local animation, walking, digging, both
42 class LocalPlayer : public Player
45 LocalPlayer(Client *client, const char *name);
46 virtual ~LocalPlayer();
48 ClientActiveObject *parent = nullptr;
50 // Initialize hp to 0, so that no hearts will be shown if server
51 // doesn't support health points
53 bool isAttached = false;
54 bool touching_ground = false;
55 // This oscillates so that the player jumps a bit above the surface
56 bool in_liquid = false;
57 // This is more stable and defines the maximum speed of the player
58 bool in_liquid_stable = false;
59 // Gets the viscosity of water to calculate friction
60 u8 liquid_viscosity = 0;
61 bool is_climbing = false;
62 bool swimming_vertical = false;
64 float physics_override_speed = 1.0f;
65 float physics_override_jump = 1.0f;
66 float physics_override_gravity = 1.0f;
67 bool physics_override_sneak = true;
68 bool physics_override_sneak_glitch = false;
69 // Temporary option for old move code
70 bool physics_override_new_move = true;
74 void move(f32 dtime, Environment *env, f32 pos_max_d);
75 void move(f32 dtime, Environment *env, f32 pos_max_d,
76 std::vector<CollisionInfo> *collision_info);
77 // Temporary option for old move code
78 void old_move(f32 dtime, Environment *env, f32 pos_max_d,
79 std::vector<CollisionInfo> *collision_info);
81 void applyControl(float dtime);
83 v3s16 getStandingNodePos();
84 v3s16 getFootstepNodePos();
86 // Used to check if anything changed and prevent sending packets if not
89 float last_pitch = 0.0f;
90 float last_yaw = 0.0f;
91 unsigned int last_keyPressed = 0;
92 u8 last_camera_fov = 0;
93 u8 last_wanted_range = 0;
95 float camera_impact = 0.0f;
97 bool makes_footstep_sound = true;
99 int last_animation = NO_ANIM;
100 float last_animation_speed;
102 std::string hotbar_image = "";
103 std::string hotbar_selected_image = "";
105 video::SColor light_color = video::SColor(255, 255, 255, 255);
107 float hurt_tilt_timer = 0.0f;
108 float hurt_tilt_strength = 0.0f;
110 GenericCAO *getCAO() const { return m_cao; }
112 void setCAO(GenericCAO *toset)
114 assert(!m_cao); // Pre-condition
118 u32 maxHudId() const { return hud.size(); }
120 u16 getBreath() const { return m_breath; }
121 void setBreath(u16 breath) { m_breath = breath; }
123 v3s16 getLightPosition() const;
125 void setYaw(f32 yaw) { m_yaw = yaw; }
127 f32 getYaw() const { return m_yaw; }
129 void setPitch(f32 pitch) { m_pitch = pitch; }
131 f32 getPitch() const { return m_pitch; }
133 inline void setPosition(const v3f &position)
135 m_position = position;
136 m_sneak_node_exists = false;
139 v3f getPosition() const { return m_position; }
140 v3f getEyePosition() const { return m_position + getEyeOffset(); }
141 v3f getEyeOffset() const;
144 void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
145 void accelerateVertical(const v3f &target_speed, const f32 max_increase);
149 v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
150 // Stores the max player uplift by m_sneak_node
151 // To support temporary option for old move code
152 f32 m_sneak_node_bb_ymax = 0.0f;
153 // Stores the top bounding box of m_sneak_node
154 aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
155 // Whether the player is allowed to sneak
156 bool m_sneak_node_exists = false;
157 // Whether recalculation of m_sneak_node and its top bbox is needed
158 bool m_need_to_get_new_sneak_node = true;
159 // Whether a "sneak ladder" structure is detected at the players pos
160 // see detectSneakLadder() in the .cpp for more info (always false if disabled)
161 bool m_sneak_ladder_detected = false;
162 // Whether a 2-node-up ledge is detected at the players pos,
163 // see detectLedge() in the .cpp for more info (always false if disabled).
164 bool m_ledge_detected = false;
166 // Node below player, used to determine whether it has been removed,
168 v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
169 std::string m_old_node_below_type = "air";
170 bool m_can_jump = false;
171 u16 m_breath = PLAYER_MAX_BREATH;
174 bool camera_barely_in_ceiling = false;
175 aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
176 BS * 1.75f, BS * 0.30f);
178 GenericCAO *m_cao = nullptr;