]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.h
Merge remote branch 'origin/master'
[dragonfireclient.git] / src / player.h
index e692f55b104026b51b8c04631af52c3db5ae9d32..496c99532d8fe4bfca2f7b1e53c248ad2add675f 100644 (file)
 /*
-(c) 2010 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 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 Lesser General Public License for more details.
+
+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.
 */
 
 #ifndef PLAYER_HEADER
 #define PLAYER_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
 #include "inventory.h"
+#include "constants.h" // BS
 
 #define PLAYERNAME_SIZE 20
 
+#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;
 
 class Player
 {
 public:
-       Player();
-       virtual ~Player();
 
-       void move(f32 dtime, Map &map);
+       Player(IGameDef *gamedef);
+       virtual ~Player() = 0;
+
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+       {}
 
        v3f getSpeed()
        {
@@ -30,15 +108,33 @@ 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;
        }
@@ -63,147 +159,113 @@ class Player
                return m_yaw;
        }
 
-       virtual void updateName(const char *name)
+       f32 getRadPitch()
        {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+               return -1.0 * m_pitch * core::DEGTORAD;
        }
 
-       const char * getName()
+       f32 getRadYaw()
        {
-               return m_name;
+               return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       virtual bool isLocal() const = 0;
-
-       bool touching_ground;
-       
-       Inventory inventory;
-
-       u16 peer_id;
+       void updateName(const char *name)
+       {
+               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+       }
 
-protected:
-       char m_name[PLAYERNAME_SIZE];
-       f32 m_pitch;
-       f32 m_yaw;
-       v3f m_speed;
-       v3f m_position;
-};
+       const char * getName() const
+       {
+               return m_name;
+       }
 
-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);
 
-       virtual void OnRegisterSceneNode()
-       {
-               if (IsVisible)
-                       SceneManager->registerNodeForRendering(this);
+       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;
+       
+       u8 light;
 
-               ISceneNode::OnRegisterSceneNode();
-       }
+       Inventory inventory;
 
-       virtual void render()
-       {
-               // Do nothing
-       }
-       
-       virtual const core::aabbox3d<f32>& getBoundingBox() const
-       {
-               return m_box;
-       }
+       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;
 
-       void setPosition(v3f position)
-       {
-               Player::setPosition(position);
-               ISceneNode::setPosition(position);
-       }
+       u16 hp;
 
-       virtual void setYaw(f32 yaw)
-       {
-               Player::setYaw(yaw);
-               ISceneNode::setRotation(v3f(0, -yaw, 0));
-       }
+       float hurt_tilt_timer;
+       float hurt_tilt_strength;
 
-       bool isLocal() const
+       u16 peer_id;
+       
+       std::string inventory_formspec;
+       
+       PlayerControl control;
+       PlayerControl getPlayerControl()
        {
-               return false;
+               return control;
        }
+       
+       u32 keyPressed;
 
-       void updateName(const char *name);
-
-private:
-       scene::ITextSceneNode* m_text;
-       core::aabbox3d<f32> m_box;
-};
+protected:
+       IGameDef *m_gamedef;
 
-struct PlayerControl
-{
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               superspeed = false;
-               pitch = 0;
-               yaw = 0;
-       }
-       PlayerControl(
-               bool a_up,
-               bool a_down,
-               bool a_left,
-               bool a_right,
-               bool a_jump,
-               bool a_superspeed,
-               float a_pitch,
-               float a_yaw
-       )
-       {
-               up = a_up;
-               down = a_down;
-               left = a_left;
-               right = a_right;
-               jump = a_jump;
-               superspeed = a_superspeed;
-               pitch = a_pitch;
-               yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool superspeed;
-       float pitch;
-       float yaw;
+       char m_name[PLAYERNAME_SIZE];
+       f32 m_pitch;
+       f32 m_yaw;
+       v3f m_speed;
+       v3f m_position;
 };
 
-class LocalPlayer : public Player
+/*
+       Player on the server
+*/
+class RemotePlayer : public Player
 {
 public:
-       LocalPlayer();
-       virtual ~LocalPlayer();
-
-       bool isLocal() const
-       {
-               return true;
-       }
-
-       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:
+       PlayerSAO *m_sao;
 };
 
 #endif