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.
23 #include "environment.h"
24 #include "constants.h"
31 class ClientActiveObject;
32 class ClientEnvironment;
35 enum LocalPlayerAnimations
41 }; // no local animation, walking, digging, both
43 class LocalPlayer : public Player
46 LocalPlayer(Client *client, const char *name);
47 virtual ~LocalPlayer() = default;
49 ClientActiveObject *parent = nullptr;
51 // Initialize hp to 0, so that no hearts will be shown if server
52 // doesn't support health points
54 bool isAttached = false;
55 bool touching_ground = false;
56 // This oscillates so that the player jumps a bit above the surface
57 bool in_liquid = false;
58 // This is more stable and defines the maximum speed of the player
59 bool in_liquid_stable = false;
60 // Gets the viscosity of water to calculate friction
61 u8 liquid_viscosity = 0;
62 bool is_climbing = false;
63 bool swimming_vertical = false;
65 float physics_override_speed = 1.0f;
66 float physics_override_jump = 1.0f;
67 float physics_override_gravity = 1.0f;
68 bool physics_override_sneak = true;
69 bool physics_override_sneak_glitch = false;
70 // Temporary option for old move code
71 bool physics_override_new_move = true;
75 void move(f32 dtime, Environment *env, f32 pos_max_d);
76 void move(f32 dtime, Environment *env, f32 pos_max_d,
77 std::vector<CollisionInfo> *collision_info);
78 // Temporary option for old move code
79 void old_move(f32 dtime, Environment *env, f32 pos_max_d,
80 std::vector<CollisionInfo> *collision_info);
82 void applyControl(float dtime, Environment *env);
84 v3s16 getStandingNodePos();
85 v3s16 getFootstepNodePos();
87 // Used to check if anything changed and prevent sending packets if not
90 float last_pitch = 0.0f;
91 float last_yaw = 0.0f;
92 unsigned int last_keyPressed = 0;
93 u8 last_camera_fov = 0;
94 u8 last_wanted_range = 0;
96 float camera_impact = 0.0f;
98 bool makes_footstep_sound = true;
100 int last_animation = NO_ANIM;
101 float last_animation_speed;
103 std::string hotbar_image = "";
104 std::string hotbar_selected_image = "";
106 video::SColor light_color = video::SColor(255, 255, 255, 255);
108 float hurt_tilt_timer = 0.0f;
109 float hurt_tilt_strength = 0.0f;
111 GenericCAO *getCAO() const { return m_cao; }
113 void setCAO(GenericCAO *toset)
115 assert(!m_cao); // Pre-condition
119 u32 maxHudId() const { return hud.size(); }
121 u16 getBreath() const { return m_breath; }
122 void setBreath(u16 breath) { m_breath = breath; }
124 v3s16 getLightPosition() const;
126 void setYaw(f32 yaw) { m_yaw = yaw; }
127 f32 getYaw() const { return m_yaw; }
129 void setPitch(f32 pitch) { m_pitch = pitch; }
130 f32 getPitch() const { return m_pitch; }
132 inline void setPosition(const v3f &position)
134 m_position = position;
135 m_sneak_node_exists = false;
138 v3f getPosition() const { return m_position; }
139 v3f getEyePosition() const { return m_position + getEyeOffset(); }
140 v3f getEyeOffset() const;
141 void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
143 void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
145 float getZoomFOV() const { return m_zoom_fov; }
146 void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
149 void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
150 void accelerateVertical(const v3f &target_speed, const f32 max_increase);
151 bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
152 float getSlipFactor(Environment *env, const v3f &speedH);
155 v3s16 m_standing_node;
157 v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
158 // Stores the top bounding box of m_sneak_node
159 aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
160 // Whether the player is allowed to sneak
161 bool m_sneak_node_exists = false;
162 // Whether a "sneak ladder" structure is detected at the players pos
163 // see detectSneakLadder() in the .cpp for more info (always false if disabled)
164 bool m_sneak_ladder_detected = false;
166 // ***** Variables for temporary option of the old move code *****
167 // Stores the max player uplift by m_sneak_node
168 f32 m_sneak_node_bb_ymax = 0.0f;
169 // Whether recalculation of m_sneak_node and its top bbox is needed
170 bool m_need_to_get_new_sneak_node = true;
171 // Node below player, used to determine whether it has been removed,
173 v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
174 std::string m_old_node_below_type = "air";
175 // ***** End of variables for temporary option *****
177 bool m_can_jump = false;
178 u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
181 bool camera_barely_in_ceiling = false;
182 aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
183 BS * 1.75f, BS * 0.30f);
184 float m_eye_height = 1.625f;
185 float m_zoom_fov = 0.0f;
187 GenericCAO *m_cao = nullptr;