3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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 "common_irrlicht.h"
24 #include "inventory.h"
25 #include "collision.h"
27 #define PLAYERNAME_SIZE 20
29 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
31 // Player privileges. These form a bitmask stored in the privs field
32 // of the player, and define things they're allowed to do. See also
33 // the static methods Player::privsToString and stringToPrivs that
34 // convert these to human-readable form.
35 const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world
37 const u64 PRIV_TELEPORT = 2; // Can teleport
38 const u64 PRIV_SETTIME = 4; // Can set the time
39 const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
40 const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn ,settings)
42 const u64 PRIV_DEFAULT = PRIV_BUILD;
43 const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
44 const u64 PRIV_INVALID = 0x8000000000000000ULL;
57 void resetInventory();
59 //void move(f32 dtime, Map &map);
60 virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
67 void setSpeed(v3f speed)
72 // Y direction is ignored
73 void accelerate(v3f target_speed, f32 max_increase);
80 virtual void setPosition(v3f position)
82 m_position = position;
85 void setPitch(f32 pitch)
90 virtual void setYaw(f32 yaw)
105 virtual void updateName(const char *name)
107 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
110 const char * getName()
115 virtual bool isLocal() const = 0;
117 virtual void updateLight(u8 light_at_pos) {};
119 // NOTE: Use peer_id == 0 for disconnected
120 /*virtual bool isClientConnected() { return false; }
121 virtual void setClientConnected(bool) {}*/
124 serialize() writes a bunch of text that can contain
125 any characters except a '\0', and such an ending that
126 deSerialize stops reading exactly at the right point.
128 void serialize(std::ostream &os);
129 void deSerialize(std::istream &is);
131 bool touching_ground;
132 // This oscillates so that the player jumps a bit above the surface
134 // This is more stable and defines the maximum speed of the player
135 bool in_water_stable;
140 bool craftresult_is_preview;
144 // Player's privileges - a bitmaps of PRIV_xxxx.
150 char m_name[PLAYERNAME_SIZE];
158 // Converst a prvileges value into a human-readable string,
159 // with each component separated by a comma.
160 static std::wstring privsToString(u64 privs)
162 std::wostringstream os(std::ios_base::binary);
163 if(privs & PRIV_BUILD)
165 if(privs & PRIV_TELEPORT)
167 if(privs & PRIV_SETTIME)
169 if(privs & PRIV_PRIVS)
173 // Drop the trailing comma. (Why on earth can't
174 // you truncate a C++ stream anyway???)
175 std::wstring tmp = os.str();
176 return tmp.substr(0, tmp.length() -1);
181 // Converts a comma-seperated list of privilege values into a
182 // privileges value. The reverse of privsToString(). Returns
183 // PRIV_INVALID if there is anything wrong with the input.
184 static u64 stringToPrivs(std::wstring str)
187 std::vector<std::wstring> pr;
188 pr=str_split(str, ',');
189 for(std::vector<std::wstring>::iterator i = pr.begin();
194 else if(*i == L"teleport")
195 privs |= PRIV_TELEPORT;
196 else if(*i == L"settime")
197 privs |= PRIV_SETTIME;
198 else if(*i == L"privs")
212 class ServerRemotePlayer : public Player
218 virtual ~ServerRemotePlayer()
222 virtual bool isLocal() const
227 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
237 All the other players on the client are these
240 class RemotePlayer : public Player, public scene::ISceneNode
244 scene::ISceneNode* parent=NULL,
245 IrrlichtDevice *device=NULL,
248 virtual ~RemotePlayer();
254 virtual void OnRegisterSceneNode()
257 SceneManager->registerNodeForRendering(this);
259 ISceneNode::OnRegisterSceneNode();
262 virtual void render()
267 virtual const core::aabbox3d<f32>& getBoundingBox() const
272 void setPosition(v3f position)
274 m_oldpos = m_showpos;
276 if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
277 m_pos_animation_time = m_pos_animation_time_counter;
279 m_pos_animation_time = m_pos_animation_time * 0.9
280 + m_pos_animation_time_counter * 0.1;
281 m_pos_animation_time_counter = 0;
282 m_pos_animation_counter = 0;
284 Player::setPosition(position);
285 //ISceneNode::setPosition(position);
288 virtual void setYaw(f32 yaw)
291 ISceneNode::setRotation(v3f(0, -yaw, 0));
299 void updateName(const char *name);
301 virtual void updateLight(u8 light_at_pos)
306 u8 li = decode_light(light_at_pos);
307 video::SColor color(255,li,li,li);
309 scene::IMesh *mesh = m_node->getMesh();
311 u16 mc = mesh->getMeshBufferCount();
312 for(u16 j=0; j<mc; j++)
314 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
315 video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
316 u16 vc = buf->getVertexCount();
317 for(u16 i=0; i<vc; i++)
319 vertices[i].Color = color;
324 void move(f32 dtime, Map &map, f32 pos_max_d);
327 scene::IMeshSceneNode *m_node;
328 scene::ITextSceneNode* m_text;
329 core::aabbox3d<f32> m_box;
332 f32 m_pos_animation_counter;
333 f32 m_pos_animation_time;
334 f32 m_pos_animation_time_counter;
388 class LocalPlayer : public Player
392 virtual ~LocalPlayer();
399 void move(f32 dtime, Map &map, f32 pos_max_d,
400 core::list<CollisionInfo> *collision_info);
401 void move(f32 dtime, Map &map, f32 pos_max_d);
403 void applyControl(float dtime);
405 PlayerControl control;
408 // This is used for determining the sneaking range
410 // Whether the player is allowed to sneak
411 bool m_sneak_node_exists;