]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / player.h
index f70b52fe737453a6741a8ca339de8f2f8148da27..12ea0dba1c14e087a74e5fd3e98cee2f7c0cdfa9 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,26 +20,84 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef PLAYER_HEADER
 #define PLAYER_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
 #include "inventory.h"
-#include "collision.h"
+#include "constants.h" // BS
 
 #define PLAYERNAME_SIZE 20
 
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
+
+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(
+               bool a_up,
+               bool a_down,
+               bool a_left,
+               bool a_right,
+               bool a_jump,
+               bool a_aux1,
+               bool a_sneak,
+               bool a_LMB,
+               bool a_RMB,
+               float a_pitch,
+               float a_yaw
+       )
+       {
+               up = a_up;
+               down = a_down;
+               left = a_left;
+               right = a_right;
+               jump = a_jump;
+               aux1 = a_aux1;
+               sneak = a_sneak;
+               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;
+};
 
 class Map;
+class IGameDef;
+struct CollisionInfo;
+class PlayerSAO;
+struct HudElement;
 
 class Player
 {
 public:
-       Player();
-       virtual ~Player();
 
-       void resetInventory();
+       Player(IGameDef *gamedef);
+       virtual ~Player() = 0;
 
-       //void move(f32 dtime, Map &map);
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+       {}
 
        v3f getSpeed()
        {
@@ -51,15 +109,33 @@ class Player
                m_speed = speed;
        }
        
-       // Y direction is ignored
-       void accelerate(v3f target_speed, f32 max_increase);
+       void accelerateHorizontal(v3f target_speed, f32 max_increase);
+       void accelerateVertical(v3f target_speed, f32 max_increase);
 
        v3f getPosition()
        {
                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*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)
        {
                m_position = position;
        }
@@ -84,261 +160,171 @@ class Player
                return m_yaw;
        }
 
-       virtual void updateName(const char *name)
+       u16 getBreath()
        {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+               return m_breath;
        }
 
-       const char * getName()
+       virtual void setBreath(u16 breath)
        {
-               return m_name;
+               m_breath = breath;
        }
 
-       virtual bool isLocal() const = 0;
-
-       virtual void updateLight(u8 light_at_pos) {};
-       
-       // NOTE: Use peer_id == 0 for disconnected
-       /*virtual bool isClientConnected() { return false; }
-       virtual void setClientConnected(bool) {}*/
-       
-       /*
-               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);
-
-       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 swimming_up;
-       
-       Inventory inventory;
-
-       bool craftresult_is_preview;
-
-       u16 hp;
-
-       u16 peer_id;
-
-protected:
-       char m_name[PLAYERNAME_SIZE];
-       f32 m_pitch;
-       f32 m_yaw;
-       v3f m_speed;
-       v3f m_position;
-};
-
-/*
-       Player on the server
-*/
-
-class ServerRemotePlayer : public Player
-{
-public:
-       ServerRemotePlayer()
+       f32 getRadPitch()
        {
+               return -1.0 * m_pitch * core::DEGTORAD;
        }
-       virtual ~ServerRemotePlayer()
+
+       f32 getRadYaw()
        {
+               return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       virtual bool isLocal() const
+       void updateName(const char *name)
        {
-               return false;
+               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
        }
 
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+       const char * getName() const
        {
+               return m_name;
        }
-       
-private:
-};
 
-#ifndef SERVER
+       core::aabbox3d<f32> getCollisionbox() {
+               return m_collisionbox;
+       }
 
-/*
-       All the other players on the client are these
-*/
+       u32 getFreeHudID() const {
+               size_t size = hud.size();
+               for (size_t i = 0; i != size; i++) {
+                       if (!hud[i])
+                               return i;
+               }
+               return size;
+       }
 
-class RemotePlayer : public Player, public scene::ISceneNode
-{
-public:
-       RemotePlayer(
-               scene::ISceneNode* parent=NULL,
-               IrrlichtDevice *device=NULL,
-               s32 id=0);
-       
-       virtual ~RemotePlayer();
+       virtual bool isLocal() const
+       { return false; }
+       virtual PlayerSAO *getPlayerSAO()
+       { return NULL; }
+       virtual void setPlayerSAO(PlayerSAO *sao)
+       { assert(0); }
 
        /*
-               ISceneNode methods
+               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);
 
-       virtual void OnRegisterSceneNode()
+       bool checkModified()
        {
-               if (IsVisible)
-                       SceneManager->registerNodeForRendering(this);
-
-               ISceneNode::OnRegisterSceneNode();
+               if(m_last_hp != hp || m_last_pitch != m_pitch ||
+                               m_last_pos != m_position || m_last_yaw != m_yaw ||
+                               !(inventory == m_last_inventory))
+               {
+                       m_last_hp = hp;
+                       m_last_pitch = m_pitch;
+                       m_last_pos = m_position;
+                       m_last_yaw = m_yaw;
+                       m_last_inventory = inventory;
+                       return true;
+               } else {
+                       return false;
+               }
        }
 
-       virtual void render()
-       {
-               // Do nothing
-       }
+       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;
        
-       virtual const core::aabbox3d<f32>& getBoundingBox() const
-       {
-               return m_box;
-       }
+       u8 light;
 
-       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));
-       }
+       Inventory inventory;
 
-       bool isLocal() const
-       {
-               return false;
-       }
+       f32 movement_acceleration_default;
+       f32 movement_acceleration_air;
+       f32 movement_acceleration_fast;
+       f32 movement_speed_walk;
+       f32 movement_speed_crouch;
+       f32 movement_speed_fast;
+       f32 movement_speed_climb;
+       f32 movement_speed_jump;
+       f32 movement_liquid_fluidity;
+       f32 movement_liquid_fluidity_smooth;
+       f32 movement_liquid_sink;
+       f32 movement_gravity;
+
+       float physics_override_speed;
+       float physics_override_jump;
+       float physics_override_gravity;
 
-       void updateName(const char *name);
+       u16 hp;
 
-       virtual void updateLight(u8 light_at_pos)
-       {
-               if(m_node == NULL)
-                       return;
+       float hurt_tilt_timer;
+       float hurt_tilt_strength;
 
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
+       u16 peer_id;
 
-               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;
-                       }
-               }
+       std::string inventory_formspec;
+       
+       PlayerControl control;
+       PlayerControl getPlayerControl()
+       {
+               return control;
        }
        
-       void move(f32 dtime, Map &map, f32 pos_max_d);
+       u32 keyPressed;
+       
+       std::vector<HudElement *> hud;
+       u32 hud_flags;
+       s32 hud_hotbar_itemcount;
 
-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;
-};
+protected:
+       IGameDef *m_gamedef;
 
-#endif // !SERVER
+       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;
 
-#ifndef SERVER
-struct PlayerControl
-{
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               aux1 = false;
-               sneak = false;
-               pitch = 0;
-               yaw = 0;
-       }
-       PlayerControl(
-               bool a_up,
-               bool a_down,
-               bool a_left,
-               bool a_right,
-               bool a_jump,
-               bool a_aux1,
-               bool a_sneak,
-               float a_pitch,
-               float a_yaw
-       )
-       {
-               up = a_up;
-               down = a_down;
-               left = a_left;
-               right = a_right;
-               jump = a_jump;
-               aux1 = a_aux1;
-               sneak = a_sneak;
-               pitch = a_pitch;
-               yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool aux1;
-       bool sneak;
-       float pitch;
-       float yaw;
+       f32 m_last_pitch;
+       f32 m_last_yaw;
+       v3f m_last_pos;
+       u16 m_last_hp;
+       Inventory m_last_inventory;
 };
 
-class LocalPlayer : public Player
+
+/*
+       Player on the server
+*/
+class RemotePlayer : public Player
 {
 public:
-       LocalPlayer();
-       virtual ~LocalPlayer();
-
-       bool isLocal() const
-       {
-               return true;
-       }
-
-       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);
+       RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+       virtual ~RemotePlayer() {}
+
+       PlayerSAO *getPlayerSAO()
+       { return m_sao; }
+       void setPlayerSAO(PlayerSAO *sao)
+       { m_sao = sao; }
+       void setPosition(const v3f &position);
        
-       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;
+       PlayerSAO *m_sao;
 };
-#endif // !SERVER
 
 #endif