]> git.lizzy.rs Git - minetest.git/blobdiff - src/player.h
Add get_look_dir(), get_look_pitch() and get_look_yaw() for players
[minetest.git] / src / player.h
index 2eaeaae9a6cfdf6e9ce7f03371d2467676e931c7..1c9dde7e0aab7c369f58164a74f71577de08f048 100644 (file)
@@ -1,6 +1,6 @@
 /*
 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
@@ -17,26 +17,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
 #ifndef PLAYER_HEADER
 #define PLAYER_HEADER
 
 #include "common_irrlicht.h"
 #include "inventory.h"
+#include "collision.h"
 
 #define PLAYERNAME_SIZE 20
 
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
+
 
 class Map;
+class IGameDef;
 
 class Player
 {
 public:
-       Player();
+
+       Player(IGameDef *gamedef);
        virtual ~Player();
 
        void resetInventory();
@@ -62,7 +62,22 @@ class Player
                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;
        }
@@ -87,11 +102,30 @@ class Player
                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);
        }
 
+       virtual void wieldItem(u16 item);
+       virtual const InventoryItem *getWieldItem() const
+       {
+               const InventoryList *list = inventory.getList("main");
+               if (list)
+                       return list->getItem(m_selected_item);
+               return NULL;
+       }
+
        const char * getName()
        {
                return m_name;
@@ -99,7 +133,10 @@ class Player
 
        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; }
@@ -118,154 +155,35 @@ class Player
        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;
 
        bool craftresult_is_preview;
 
+       u16 hp;
+
        u16 peer_id;
 
 protected:
+       IGameDef *m_gamedef;
+
        char m_name[PLAYERNAME_SIZE];
+       u16 m_selected_item;
        f32 m_pitch;
        f32 m_yaw;
        v3f m_speed;
        v3f m_position;
-};
-
-/*
-       Player on the server
-*/
-
-class ServerRemotePlayer : public Player
-{
-public:
-       ServerRemotePlayer()
-       {
-       }
-       virtual ~ServerRemotePlayer()
-       {
-       }
-
-       virtual bool isLocal() const
-       {
-               return false;
-       }
-
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
-       {
-       }
-       
-private:
-};
-
-#ifndef SERVER
-
-/*
-       All the other players on the client are these
-*/
 
-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, f32 pos_max_d);
-
-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
 {
@@ -317,14 +235,16 @@ struct PlayerControl
 class LocalPlayer : public Player
 {
 public:
-       LocalPlayer();
+       LocalPlayer(IGameDef *gamedef);
        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);