/*
-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.
*/
#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;
+struct HudElement;
class Player
{
public:
+ Player(IGameDef *gamedef);
+ virtual ~Player() = 0;
- Player();
- virtual ~Player();
-
- 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()
{
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;
}
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 is_climbing;
- bool swimming_up;
-
- 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:
- char m_name[PLAYERNAME_SIZE];
- f32 m_pitch;
- f32 m_yaw;
- v3f m_speed;
- v3f m_position;
-
-public:
-
-};
-
-/*
- 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;
- }
-
- 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);
- }
+ u8 light;
- 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;
+ bool physics_override_sneak;
+ bool physics_override_sneak_glitch;
- 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