remove_detached_inventory: Fix segfault during mod load
[oweals/minetest.git] / src / player.h
index 7d8d245e319c09b0a5298bc0d95546e16b2ab50a..b0c3b257407abe5a7306c56dd8249d1b330d2241 100644 (file)
@@ -17,35 +17,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#ifndef PLAYER_HEADER
-#define PLAYER_HEADER
+#pragma once
 
 #include "irrlichttypes_bloated.h"
 #include "inventory.h"
-#include "constants.h" // BS
-#include "jthread/jmutex.h"
+#include "constants.h"
+#include "network/networkprotocol.h"
+#include "util/basic_macros.h"
 #include <list>
+#include <mutex>
 
 #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 PlayerControl
 {
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               aux1 = false;
-               sneak = false;
-               LMB = false;
-               RMB = false;
-               pitch = 0;
-               yaw = 0;
-       }
+       PlayerControl() = default;
+
        PlayerControl(
                bool a_up,
                bool a_down,
@@ -54,10 +44,13 @@ struct PlayerControl
                bool a_jump,
                bool a_aux1,
                bool a_sneak,
+               bool a_zoom,
                bool a_LMB,
                bool a_RMB,
                float a_pitch,
-               float a_yaw
+               float a_yaw,
+               float a_sidew_move_joystick_axis,
+               float a_forw_move_joystick_axis
        )
        {
                up = a_up;
@@ -67,146 +60,82 @@ struct PlayerControl
                jump = a_jump;
                aux1 = a_aux1;
                sneak = a_sneak;
+               zoom = a_zoom;
                LMB = a_LMB;
                RMB = a_RMB;
                pitch = a_pitch;
                yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool aux1;
-       bool sneak;
-       bool LMB;
-       bool RMB;
-       float pitch;
-       float yaw;
+               sidew_move_joystick_axis = a_sidew_move_joystick_axis;
+               forw_move_joystick_axis = a_forw_move_joystick_axis;
+       }
+       bool up = false;
+       bool down = false;
+       bool left = false;
+       bool right = false;
+       bool jump = false;
+       bool aux1 = false;
+       bool sneak = false;
+       bool zoom = false;
+       bool LMB = false;
+       bool RMB = false;
+       float pitch = 0.0f;
+       float yaw = 0.0f;
+       float sidew_move_joystick_axis = 0.0f;
+       float forw_move_joystick_axis = 0.0f;
+};
+
+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;
-class IGameDef;
 struct CollisionInfo;
-class PlayerSAO;
 struct HudElement;
 class Environment;
 
-// IMPORTANT:
-// Do *not* perform an assignment or copy operation on a Player or
-// RemotePlayer object!  This will copy the lock held for HUD synchronization
 class Player
 {
 public:
 
-       Player(IGameDef *gamedef, const char *name);
+       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<CollisionInfo> *collision_info)
        {}
 
-       v3f getSpeed()
+       const v3f &getSpeed() const
        {
                return m_speed;
        }
 
-       void setSpeed(v3f speed)
+       void setSpeed(const v3f &speed)
        {
                m_speed = speed;
        }
 
-       void accelerateHorizontal(v3f target_speed, f32 max_increase);
-       void accelerateVertical(v3f target_speed, f32 max_increase);
-
-       v3f getPosition()
-       {
-               return m_position;
-       }
-
-       v3s16 getLightPosition() const;
-
-       v3f getEyeOffset()
-       {
-               // This is at the height of the eyes of the current figure
-               // return v3f(0, BS*1.5, 0);
-               // This is more like in minecraft
-               if(camera_barely_in_ceiling)
-                       return v3f(0,BS*1.5,0);
-               else
-                       return v3f(0,BS*1.625,0);
-       }
-
-       v3f getEyePosition()
-       {
-               return m_position + getEyeOffset();
-       }
-
-       virtual void setPosition(const v3f &position)
-       {
-               if (position != m_position)
-                       m_dirty = true;
-               m_position = position;
-       }
+       const char *getName() const { return m_name; }
 
-       void setPitch(f32 pitch)
+       u32 getFreeHudID()
        {
-               if (pitch != m_pitch)
-                       m_dirty = true;
-               m_pitch = pitch;
-       }
-
-       virtual void setYaw(f32 yaw)
-       {
-               if (yaw != m_yaw)
-                       m_dirty = true;
-               m_yaw = yaw;
-       }
-
-       f32 getPitch()
-       {
-               return m_pitch;
-       }
-
-       f32 getYaw()
-       {
-               return m_yaw;
-       }
-
-       u16 getBreath()
-       {
-               return m_breath;
-       }
-
-       virtual void setBreath(u16 breath)
-       {
-               if (breath != m_breath)
-                       m_dirty = true;
-               m_breath = breath;
-       }
-
-       f32 getRadPitch()
-       {
-               return -1.0 * m_pitch * core::DEGTORAD;
-       }
-
-       f32 getRadYaw()
-       {
-               return (m_yaw + 90.) * core::DEGTORAD;
-       }
-
-       const char * getName() const
-       {
-               return m_name;
-       }
-
-       core::aabbox3d<f32> getCollisionbox() {
-               return m_collisionbox;
-       }
-
-       u32 getFreeHudID() {
                size_t size = hud.size();
                for (size_t i = 0; i != size; i++) {
                        if (!hud[i])
@@ -215,46 +144,8 @@ public:
                return size;
        }
 
-       virtual bool isLocal() const
-       { return false; }
-       virtual PlayerSAO *getPlayerSAO()
-       { return NULL; }
-       virtual void setPlayerSAO(PlayerSAO *sao)
-       { FATAL_ERROR("FIXME"); }
-
-       /*
-               serialize() writes a bunch of text that can contain
-               any characters except a '\0', and such an ending that
-               deSerialize stops reading exactly at the right point.
-       */
-       void serialize(std::ostream &os);
-       void deSerialize(std::istream &is, std::string playername);
-
-       bool checkModified() const
-       {
-               return m_dirty || inventory.checkModified();
-       }
-
-       void setModified(const bool x)
-       {
-               m_dirty = x;
-               if (x == false)
-                       inventory.setModified(x);
-       }
-
-       // Use a function, if isDead can be defined by other conditions
-       bool isDead() { return hp == 0; }
-
-       bool touching_ground;
-       // This oscillates so that the player jumps a bit above the surface
-       bool in_liquid;
-       // This is more stable and defines the maximum speed of the player
-       bool in_liquid_stable;
-       // Gets the viscosity of water to calculate friction
-       u8 liquid_viscosity;
-       bool is_climbing;
-       bool swimming_vertical;
-       bool camera_barely_in_ceiling;
+       v3f eye_offset_first;
+       v3f eye_offset_third;
 
        Inventory inventory;
 
@@ -271,88 +162,41 @@ public:
        f32 movement_liquid_sink;
        f32 movement_gravity;
 
-       float physics_override_speed;
-       float physics_override_jump;
-       float physics_override_gravity;
-       bool physics_override_sneak;
-       bool physics_override_sneak_glitch;
-
        v2s32 local_animations[4];
        float local_animation_speed;
 
-       u16 hp;
-
-       float hurt_tilt_timer;
-       float hurt_tilt_strength;
-
-       u16 peer_id;
-
        std::string inventory_formspec;
+       std::string formspec_prepend;
 
        PlayerControl control;
-       PlayerControl getPlayerControl()
-       {
-               return control;
-       }
+       const PlayerControl& getPlayerControl() { return control; }
+       PlayerSettings &getPlayerSettings() { return m_player_settings; }
+       static void settingsChangedCallback(const std::string &name, void *data);
 
-       u32 keyPressed;
+       // 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; }
 
+       u32 keyPressed = 0;
 
        HudElement* getHud(u32 id);
        u32         addHud(HudElement* hud);
        HudElement* removeHud(u32 id);
        void        clearHud();
-       u32         maxHudId() {
-               return hud.size();
-       }
 
        u32 hud_flags;
        s32 hud_hotbar_itemcount;
 protected:
-       IGameDef *m_gamedef;
-
        char m_name[PLAYERNAME_SIZE];
-       u16 m_breath;
-       f32 m_pitch;
-       f32 m_yaw;
        v3f m_speed;
-       v3f m_position;
-       core::aabbox3d<f32> m_collisionbox;
-
-       bool m_dirty;
+       u16 m_wield_index = 0;
 
        std::vector<HudElement *> hud;
 private:
        // Protect some critical areas
        // hud for example can be modified by EmergeThread
        // and ServerThread
-       JMutex m_mutex;
-};
-
-
-/*
-       Player on the server
-*/
-class RemotePlayer : public Player
-{
-public:
-       RemotePlayer(IGameDef *gamedef, const char *name):
-               Player(gamedef, name),
-               m_sao(NULL)
-       {}
-       virtual ~RemotePlayer() {}
-
-       void save(std::string savedir);
-
-       PlayerSAO *getPlayerSAO()
-       { return m_sao; }
-       void setPlayerSAO(PlayerSAO *sao)
-       { m_sao = sao; }
-       void setPosition(const v3f &position);
-
-private:
-       PlayerSAO *m_sao;
+       std::mutex m_mutex;
+       PlayerSettings m_player_settings;
 };
-
-#endif
-