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 "threading/mutex.h"
29 #define PLAYERNAME_SIZE 20
31 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
32 #define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"
97 // Do *not* perform an assignment or copy operation on a Player or
98 // RemotePlayer object! This will copy the lock held for HUD synchronization
103 Player(IGameDef *gamedef, const char *name);
104 virtual ~Player() = 0;
106 virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
108 virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
109 std::vector<CollisionInfo> *collision_info)
117 void setSpeed(v3f speed)
127 v3s16 getLightPosition() const;
131 float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
132 return v3f(0, BS * eye_height, 0);
137 return m_position + getEyeOffset();
140 virtual void setPosition(const v3f &position)
142 if (position != m_position)
144 m_position = position;
147 void setPitch(f32 pitch)
149 if (pitch != m_pitch)
154 virtual void setYaw(f32 yaw)
176 virtual void setBreath(u16 breath)
178 if (breath != m_breath)
185 return -1.0 * m_pitch * core::DEGTORAD;
190 return (m_yaw + 90.) * core::DEGTORAD;
193 const char *getName() const
198 aabb3f getCollisionbox()
200 return m_collisionbox;
204 size_t size = hud.size();
205 for (size_t i = 0; i != size; i++) {
212 void setHotbarItemcount(s32 hotbar_itemcount)
214 hud_hotbar_itemcount = hotbar_itemcount;
217 s32 getHotbarItemcount()
219 return hud_hotbar_itemcount;
222 void setHotbarImage(const std::string &name)
224 hud_hotbar_image = name;
227 std::string getHotbarImage()
229 return hud_hotbar_image;
232 void setHotbarSelectedImage(const std::string &name)
234 hud_hotbar_selected_image = name;
237 std::string getHotbarSelectedImage() {
238 return hud_hotbar_selected_image;
241 void setSky(const video::SColor &bgcolor, const std::string &type,
242 const std::vector<std::string> ¶ms)
244 m_sky_bgcolor = bgcolor;
246 m_sky_params = params;
249 void getSky(video::SColor *bgcolor, std::string *type,
250 std::vector<std::string> *params)
252 *bgcolor = m_sky_bgcolor;
254 *params = m_sky_params;
257 void overrideDayNightRatio(bool do_override, float ratio)
259 m_day_night_ratio_do_override = do_override;
260 m_day_night_ratio = ratio;
263 void getDayNightRatio(bool *do_override, float *ratio)
265 *do_override = m_day_night_ratio_do_override;
266 *ratio = m_day_night_ratio;
269 void setLocalAnimations(v2s32 frames[4], float frame_speed)
271 for (int i = 0; i < 4; i++)
272 local_animations[i] = frames[i];
273 local_animation_speed = frame_speed;
276 void getLocalAnimations(v2s32 *frames, float *frame_speed)
278 for (int i = 0; i < 4; i++)
279 frames[i] = local_animations[i];
280 *frame_speed = local_animation_speed;
283 virtual bool isLocal() const
288 virtual PlayerSAO *getPlayerSAO()
293 virtual void setPlayerSAO(PlayerSAO *sao)
295 FATAL_ERROR("FIXME");
299 serialize() writes a bunch of text that can contain
300 any characters except a '\0', and such an ending that
301 deSerialize stops reading exactly at the right point.
303 void serialize(std::ostream &os);
304 void deSerialize(std::istream &is, std::string playername);
306 bool checkModified() const
308 return m_dirty || inventory.checkModified();
311 void setModified(const bool x)
315 inventory.setModified(x);
318 // Use a function, if isDead can be defined by other conditions
319 bool isDead() { return hp == 0; }
322 bool touching_ground;
323 // This oscillates so that the player jumps a bit above the surface
325 // This is more stable and defines the maximum speed of the player
326 bool in_liquid_stable;
327 // Gets the viscosity of water to calculate friction
330 bool swimming_vertical;
331 bool camera_barely_in_ceiling;
332 v3f eye_offset_first;
333 v3f eye_offset_third;
337 f32 movement_acceleration_default;
338 f32 movement_acceleration_air;
339 f32 movement_acceleration_fast;
340 f32 movement_speed_walk;
341 f32 movement_speed_crouch;
342 f32 movement_speed_fast;
343 f32 movement_speed_climb;
344 f32 movement_speed_jump;
345 f32 movement_liquid_fluidity;
346 f32 movement_liquid_fluidity_smooth;
347 f32 movement_liquid_sink;
348 f32 movement_gravity;
350 float physics_override_speed;
351 float physics_override_jump;
352 float physics_override_gravity;
353 bool physics_override_sneak;
354 bool physics_override_sneak_glitch;
356 v2s32 local_animations[4];
357 float local_animation_speed;
361 float hurt_tilt_timer;
362 float hurt_tilt_strength;
364 u16 protocol_version;
367 std::string inventory_formspec;
369 PlayerControl control;
370 PlayerControl getPlayerControl()
378 HudElement* getHud(u32 id);
379 u32 addHud(HudElement* hud);
380 HudElement* removeHud(u32 id);
387 s32 hud_hotbar_itemcount;
388 std::string hud_hotbar_image;
389 std::string hud_hotbar_selected_image;
393 char m_name[PLAYERNAME_SIZE];
399 aabb3f m_collisionbox;
403 std::vector<HudElement *> hud;
405 std::string m_sky_type;
406 video::SColor m_sky_bgcolor;
407 std::vector<std::string> m_sky_params;
409 bool m_day_night_ratio_do_override;
410 float m_day_night_ratio;
412 // Protect some critical areas
413 // hud for example can be modified by EmergeThread
422 class RemotePlayer : public Player
425 RemotePlayer(IGameDef *gamedef, const char *name);
426 virtual ~RemotePlayer() {}
428 void save(std::string savedir);
430 PlayerSAO *getPlayerSAO()
432 void setPlayerSAO(PlayerSAO *sao)
434 void setPosition(const v3f &position);