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
-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.
*/
#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-_"
+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(IGameDef *gamedef);
- virtual ~Player();
+ virtual ~Player() = 0;
- void resetInventory();
-
- //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()
{
v3f getEyeOffset()
{
// This is at the height of the eyes of the current figure
- // return v3f(0, BS+BS/2, 0);
+ // return v3f(0, BS*1.5, 0);
// This is more like in minecraft
- return v3f(0,BS+(5*BS)/8,0);
+ if(camera_barely_in_ceiling)
+ return v3f(0,BS*1.5,0);
+ else
+ return v3f(0,BS*1.625,0);
}
v3f getEyePosition()
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;
}
- virtual void wieldItem(u16 item);
- virtual const InventoryItem *getWieldItem() const
+ f32 getRadYaw()
{
- const InventoryList *list = inventory.getList("main");
- if (list)
- return list->getItem(m_selected_item);
- return NULL;
+ return (m_yaw + 90.) * core::DEGTORAD;
}
- const char * getName()
+ void updateName(const char *name)
{
- return m_name;
+ snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
- virtual bool isLocal() const = 0;
-
- virtual void updateLight(u8 light_at_pos)
+ const char * getName() const
{
- light = light_at_pos;
+ return m_name;
}
-
- // NOTE: Use peer_id == 0 for disconnected
- /*virtual bool isClientConnected() { return false; }
- virtual void setClientConnected(bool) {}*/
-
+
+ virtual bool isLocal() const
+ { return false; }
+ virtual PlayerSAO *getPlayerSAO()
+ { return NULL; }
+ virtual void setPlayerSAO(PlayerSAO *sao)
+ { assert(0); }
+
/*
serialize() writes a bunch of text that can contain
any characters except a '\0', and such an ending that
bool in_water_stable;
bool is_climbing;
bool swimming_up;
+ bool camera_barely_in_ceiling;
u8 light;
Inventory inventory;
- // Actual inventory is backed up here when creative mode is used
- Inventory *inventory_backup;
-
- bool craftresult_is_preview;
u16 hp;
+ float hurt_tilt_timer;
+ float hurt_tilt_strength;
+
u16 peer_id;
+
+ std::string inventory_formspec;
+
+ PlayerControl control;
+ PlayerControl getPlayerControl()
+ {
+ return control;
+ }
+
+ u32 keyPressed;
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;
-
-public:
-
};
/*
Player on the server
*/
-
-#include "serverobject.h"
-#include "content_object.h" // Object type IDs
-
-class PlayerSAO;
-
-class ServerRemotePlayer : public Player, public ServerActiveObject
+class RemotePlayer : public Player
{
public:
- ServerRemotePlayer(ServerEnvironment *env);
- ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
- const char *name_);
-
- virtual ~ServerRemotePlayer();
-
- virtual bool isLocal() const
- { return false; }
-
- virtual void move(f32 dtime, Map &map, f32 pos_max_d)
- {
- }
-
- virtual void setPosition(const v3f &position);
-
- // Returns a reference
- virtual InventoryItem* getWieldedItem();
-
- /* ServerActiveObject interface */
-
- u8 getType() const
- {return ACTIVEOBJECT_TYPE_PLAYER;}
-
- // Called after id has been set and has been inserted in environment
- void addedToEnvironment();
- // Called before removing from environment
- void removingFromEnvironment();
-
- bool environmentDeletes() const
- { return false; }
- bool isStaticAllowed() const
- { return false; }
-
- void step(float dtime, bool send_recommended);
- std::string getClientInitializationData();
- std::string getStaticData();
- void punch(ServerActiveObject *puncher, float time_from_last_punch);
- void rightClick(ServerActiveObject *clicker);
- void setPos(v3f pos);
- void moveTo(v3f pos, bool continuous);
- virtual std::string getDescription(){return getName();}
-
- virtual void getWieldDiggingProperties(ToolDiggingProperties *dst);
- virtual void damageWieldedItem(u16 amount);
- // If all fits, eats item and returns true. Otherwise returns false.
- virtual bool addToInventory(InventoryItem *item);
- virtual void addToInventoryLater(InventoryItem *item);
- void clearAddToInventoryLater();
- void completeAddToInventoryLater(u16 preferred_index);
- virtual void setHP(s16 hp_);
- virtual s16 getHP();
-
- v3f m_last_good_position;
- float m_last_good_position_age;
- std::vector<InventoryItem*> m_additional_items;
- bool m_inventory_not_sent;
- bool m_hp_not_sent;
- bool m_respawn_active;
-
-private:
- bool m_is_in_environment;
- bool m_position_not_sent;
-};
-
-#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;
-};
-
-class LocalPlayer : public Player
-{
-public:
- LocalPlayer(IGameDef *gamedef);
- virtual ~LocalPlayer();
-
- bool isLocal() const
- {
- return true;
- }
+ 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);
- 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;
+ PlayerSAO *m_sao;
};
-#endif // !SERVER
#endif