/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#define PLAYERNAME_SIZE 20
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
+
class Map;
+class IGameDef;
+class CollisionInfo;
class Player
{
public:
- Player();
+
+ Player(IGameDef *gamedef);
virtual ~Player();
void resetInventory();
//void move(f32 dtime, Map &map);
- virtual void move(f32 dtime, Map &map) = 0;
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
v3f getSpeed()
{
return m_position;
}
- virtual void setPosition(v3f position)
+ v3s16 getLightPosition() const;
+
+ v3f getEyeOffset()
+ {
+ // This is at the height of the eyes of the current figure
+ // return v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ return v3f(0,BS+(5*BS)/8,0);
+ }
+
+ v3f getEyePosition()
+ {
+ return m_position + getEyeOffset();
+ }
+
+ virtual void setPosition(const v3f &position)
{
m_position = position;
}
return m_yaw;
}
+ f32 getRadPitch()
+ {
+ return -1.0 * m_pitch * core::DEGTORAD;
+ }
+
+ f32 getRadYaw()
+ {
+ return (m_yaw + 90.) * core::DEGTORAD;
+ }
+
virtual void updateName(const char *name)
{
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
- const char * getName()
+ const char * getName() const
{
return m_name;
}
virtual bool isLocal() const = 0;
- virtual void updateLight(u8 light_at_pos) {};
+ virtual void updateLight(u8 light_at_pos)
+ {
+ light = light_at_pos;
+ }
// NOTE: Use peer_id == 0 for disconnected
/*virtual bool isClientConnected() { return false; }
void deSerialize(std::istream &is);
bool touching_ground;
+ // This oscillates so that the player jumps a bit above the surface
bool in_water;
+ // This is more stable and defines the maximum speed of the player
+ bool in_water_stable;
+ bool is_climbing;
bool swimming_up;
+ u8 light;
+
Inventory inventory;
+ // Actual inventory is backed up here when creative mode is used
+ Inventory *inventory_backup;
+
+ u16 hp;
u16 peer_id;
protected:
+ IGameDef *m_gamedef;
+
char m_name[PLAYERNAME_SIZE];
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
-};
-
-class ServerRemotePlayer : public Player
-{
-public:
- ServerRemotePlayer()
- {
- }
- virtual ~ServerRemotePlayer()
- {
- }
-
- virtual bool isLocal() const
- {
- return false;
- }
-
- virtual void move(f32 dtime, Map &map)
- {
- }
-
-private:
-};
-
-#ifndef SERVER
-class RemotePlayer : public Player, public scene::ISceneNode
-{
public:
- RemotePlayer(
- scene::ISceneNode* parent=NULL,
- IrrlichtDevice *device=NULL,
- s32 id=0);
-
- virtual ~RemotePlayer();
-
- /*
- ISceneNode methods
- */
-
- virtual void OnRegisterSceneNode()
- {
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
-
- ISceneNode::OnRegisterSceneNode();
- }
-
- virtual void render()
- {
- // Do nothing
- }
-
- virtual const core::aabbox3d<f32>& getBoundingBox() const
- {
- return m_box;
- }
-
- void setPosition(v3f position)
- {
- m_oldpos = m_showpos;
-
- if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
- m_pos_animation_time = m_pos_animation_time_counter;
- else
- m_pos_animation_time = m_pos_animation_time * 0.9
- + m_pos_animation_time_counter * 0.1;
- m_pos_animation_time_counter = 0;
- m_pos_animation_counter = 0;
-
- Player::setPosition(position);
- //ISceneNode::setPosition(position);
- }
-
- virtual void setYaw(f32 yaw)
- {
- Player::setYaw(yaw);
- ISceneNode::setRotation(v3f(0, -yaw, 0));
- }
-
- bool isLocal() const
- {
- return false;
- }
-
- void updateName(const char *name);
- virtual void updateLight(u8 light_at_pos)
- {
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
-
- scene::IMesh *mesh = m_node->getMesh();
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- u16 vc = buf->getVertexCount();
- for(u16 i=0; i<vc; i++)
- {
- vertices[i].Color = color;
- }
- }
- }
-
- void move(f32 dtime, Map &map);
-
-private:
- scene::IMeshSceneNode *m_node;
- scene::ITextSceneNode* m_text;
- core::aabbox3d<f32> m_box;
-
- v3f m_oldpos;
- f32 m_pos_animation_counter;
- f32 m_pos_animation_time;
- f32 m_pos_animation_time_counter;
- v3f m_showpos;
};
-#endif // !SERVER
-
#ifndef SERVER
struct PlayerControl
{
left = false;
right = false;
jump = false;
- superspeed = false;
+ aux1 = false;
+ sneak = false;
pitch = 0;
yaw = 0;
}
bool a_left,
bool a_right,
bool a_jump,
- bool a_superspeed,
+ bool a_aux1,
+ bool a_sneak,
float a_pitch,
float a_yaw
)
left = a_left;
right = a_right;
jump = a_jump;
- superspeed = a_superspeed;
+ aux1 = a_aux1;
+ sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool left;
bool right;
bool jump;
- bool superspeed;
+ bool aux1;
+ bool sneak;
float pitch;
float yaw;
};
class LocalPlayer : public Player
{
public:
- LocalPlayer();
+ LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
-
- void move(f32 dtime, Map &map);
+
+ void move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info);
+ void move(f32 dtime, Map &map, f32 pos_max_d);
void applyControl(float dtime);
PlayerControl control;
private:
+ // This is used for determining the sneaking range
+ v3s16 m_sneak_node;
+ // Whether the player is allowed to sneak
+ bool m_sneak_node_exists;
};
#endif // !SERVER