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 "irrlichttypes_bloated.h"
24 #include "inventory.h"
25 #include "constants.h" // BS
26 #include "jthread/jmutex.h"
29 #define PLAYERNAME_SIZE 20
31 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
96 // Do *not* perform an assignment or copy operation on a Player or
97 // RemotePlayer object! This will copy the lock held for HUD synchronization
102 Player(IGameDef *gamedef, const char *name);
103 virtual ~Player() = 0;
105 virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
107 virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
108 std::vector<CollisionInfo> *collision_info)
116 void setSpeed(v3f speed)
121 void accelerateHorizontal(v3f target_speed, f32 max_increase);
122 void accelerateVertical(v3f target_speed, f32 max_increase);
129 v3s16 getLightPosition() const;
133 // This is at the height of the eyes of the current figure
134 // return v3f(0, BS*1.5, 0);
135 // This is more like in minecraft
136 if(camera_barely_in_ceiling)
137 return v3f(0,BS*1.5,0);
139 return v3f(0,BS*1.625,0);
144 return m_position + getEyeOffset();
147 virtual void setPosition(const v3f &position)
149 if (position != m_position)
151 m_position = position;
154 void setPitch(f32 pitch)
156 if (pitch != m_pitch)
161 virtual void setYaw(f32 yaw)
183 virtual void setBreath(u16 breath)
185 if (breath != m_breath)
192 return -1.0 * m_pitch * core::DEGTORAD;
197 return (m_yaw + 90.) * core::DEGTORAD;
200 const char * getName() const
205 core::aabbox3d<f32> getCollisionbox() {
206 return m_collisionbox;
210 size_t size = hud.size();
211 for (size_t i = 0; i != size; i++) {
218 virtual bool isLocal() const
220 virtual PlayerSAO *getPlayerSAO()
222 virtual void setPlayerSAO(PlayerSAO *sao)
223 { FATAL_ERROR("FIXME"); }
226 serialize() writes a bunch of text that can contain
227 any characters except a '\0', and such an ending that
228 deSerialize stops reading exactly at the right point.
230 void serialize(std::ostream &os);
231 void deSerialize(std::istream &is, std::string playername);
233 bool checkModified() const
235 return m_dirty || inventory.checkModified();
238 void setModified(const bool x)
242 inventory.setModified(x);
245 // Use a function, if isDead can be defined by other conditions
246 bool isDead() { return hp == 0; }
248 bool touching_ground;
249 // This oscillates so that the player jumps a bit above the surface
251 // This is more stable and defines the maximum speed of the player
252 bool in_liquid_stable;
253 // Gets the viscosity of water to calculate friction
256 bool swimming_vertical;
257 bool camera_barely_in_ceiling;
261 f32 movement_acceleration_default;
262 f32 movement_acceleration_air;
263 f32 movement_acceleration_fast;
264 f32 movement_speed_walk;
265 f32 movement_speed_crouch;
266 f32 movement_speed_fast;
267 f32 movement_speed_climb;
268 f32 movement_speed_jump;
269 f32 movement_liquid_fluidity;
270 f32 movement_liquid_fluidity_smooth;
271 f32 movement_liquid_sink;
272 f32 movement_gravity;
274 float physics_override_speed;
275 float physics_override_jump;
276 float physics_override_gravity;
277 bool physics_override_sneak;
278 bool physics_override_sneak_glitch;
280 v2s32 local_animations[4];
281 float local_animation_speed;
285 float hurt_tilt_timer;
286 float hurt_tilt_strength;
290 std::string inventory_formspec;
292 PlayerControl control;
293 PlayerControl getPlayerControl()
301 HudElement* getHud(u32 id);
302 u32 addHud(HudElement* hud);
303 HudElement* removeHud(u32 id);
310 s32 hud_hotbar_itemcount;
314 char m_name[PLAYERNAME_SIZE];
320 core::aabbox3d<f32> m_collisionbox;
324 std::vector<HudElement *> hud;
326 // Protect some critical areas
327 // hud for example can be modified by EmergeThread
336 class RemotePlayer : public Player
339 RemotePlayer(IGameDef *gamedef, const char *name):
340 Player(gamedef, name),
343 virtual ~RemotePlayer() {}
345 void save(std::string savedir);
347 PlayerSAO *getPlayerSAO()
349 void setPlayerSAO(PlayerSAO *sao)
351 void setPosition(const v3f &position);