// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola #pragma once #include "player.h" #include "environment.h" #include "constants.h" #include "lighting.h" #include class Client; class Environment; class GenericCAO; class ClientActiveObject; struct CollisionInfo; struct collisionMoveResult; enum class LocalPlayerAnimation { NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM // walking + digging }; 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; void readGlobalSettings(); void registerSettingsCallback(); void deregisterSettingsCallback(); private: static void settingsChangedCallback(const std::string &name, void *data); }; class LocalPlayer : public Player { public: LocalPlayer(Client *client, const std::string &name); virtual ~LocalPlayer(); // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points u16 hp = 0; bool touching_ground = false; // This oscillates so that the player jumps a bit above the surface bool in_liquid = false; // This is more stable and defines the maximum speed of the player bool in_liquid_stable = false; // Slows down the player when moving through u8 move_resistance = 0; bool is_climbing = false; bool swimming_vertical = false; bool swimming_pitch = false; f32 gravity = 0; // total downwards acceleration void move(f32 dtime, Environment *env); void move(f32 dtime, Environment *env, std::vector *collision_info); void applyControl(float dtime, Environment *env); v3s16 getStandingNodePos(); v3s16 getFootstepNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; float last_pitch = 0.0f; float last_yaw = 0.0f; u32 last_keyPressed = 0; u8 last_camera_fov = 0; u8 last_wanted_range = 0; bool last_camera_inverted = false; f32 last_movement_speed = 0.0f; f32 last_movement_dir = 0.0f; float camera_impact = 0.0f; bool makes_footstep_sound = true; LocalPlayerAnimation last_animation = LocalPlayerAnimation::NO_ANIM; float last_animation_speed = 0.0f; std::string hotbar_image = ""; std::string hotbar_selected_image = ""; /// Temporary player inventory formspec. Empty value = feature inactive. std::string inventory_formspec_override; video::SColor light_color = video::SColor(255, 255, 255, 255); float hurt_tilt_timer = 0.0f; float hurt_tilt_strength = 0.0f; GenericCAO *getCAO() const { return m_cao; } ClientActiveObject *getParent() const; void setCAO(GenericCAO *toset) { assert(!m_cao); // Pre-condition m_cao = toset; } u32 maxHudId() const { return hud.size(); } u16 getBreath() const { return m_breath; } void setBreath(u16 breath) { m_breath = breath; } v3s16 getLightPosition() const; void setYaw(f32 yaw) { m_yaw = yaw; } f32 getYaw() const { return m_yaw; } void setPitch(f32 pitch) { m_pitch = pitch; } f32 getPitch() const { return m_pitch; } inline void setPosition(const v3f &position) { m_position = position; m_sneak_node_exists = false; } inline void addPosition(const v3f &added_pos) { m_position += added_pos; m_sneak_node_exists = false; } v3f getPosition() const { return m_position; } // Non-transformed eye offset getters // For accurate positions, use the Camera functions v3f getEyePosition() const { return m_position + getEyeOffset(); } v3f getEyeOffset() const; void setEyeHeight(float eye_height) { m_eye_height = eye_height; } void setCollisionbox(const aabb3f &box) { m_collisionbox = box; } const aabb3f& getCollisionbox() const { return m_collisionbox; } float getZoomFOV() const { return m_zoom_fov; } void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; } bool getAutojump() const { return m_autojump; } bool isDead() const; inline void addVelocity(const v3f &vel) { m_added_velocity += vel; } inline Lighting& getLighting() { return m_lighting; } inline PlayerSettings &getPlayerSettings() { return m_player_settings; } private: void accelerate(const v3f &target_speed, const f32 max_increase_H, const f32 max_increase_V, const bool use_pitch); bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max); float getSlipFactor(Environment *env, const v3f &speedH); void old_move(f32 dtime, Environment *env, std::vector *collision_info); void handleAutojump(f32 dtime, Environment *env, const collisionMoveResult &result, v3f position_before_move, v3f speed_before_move); v3f m_position; v3s16 m_standing_node; v3s16 m_sneak_node = v3s16(32767, 32767, 32767); // Stores the top bounding box of m_sneak_node aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); // Whether the player is allowed to sneak bool m_sneak_node_exists = false; // Whether a "sneak ladder" structure is detected at the players pos // see detectSneakLadder() in the .cpp for more info (always false if disabled) bool m_sneak_ladder_detected = false; // ***** Variables for temporary option of the old move code ***** // Stores the max player uplift by m_sneak_node f32 m_sneak_node_bb_ymax = 0.0f; // Whether recalculation of m_sneak_node and its top bbox is needed bool m_need_to_get_new_sneak_node = true; // Node below player, used to determine whether it has been removed, // and its old type v3s16 m_old_node_below = v3s16(32767, 32767, 32767); std::string m_old_node_below_type = "air"; // ***** End of variables for temporary option ***** bool m_can_jump = false; bool m_disable_jump = false; bool m_disable_descend = false; u16 m_breath = PLAYER_MAX_BREATH_DEFAULT; f32 m_yaw = 0.0f; f32 m_pitch = 0.0f; aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f, BS * 1.75f, BS * 0.30f); float m_eye_height = 1.625f; float m_zoom_fov = 0.0f; bool m_autojump = false; float m_autojump_time = 0.0f; v3f m_added_velocity = v3f(0.0f); // in BS-space; cleared on each move() GenericCAO *m_cao = nullptr; Client *m_client; PlayerSettings m_player_settings; Lighting m_lighting; };