/*
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
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-_"
+
+
class Map;
class Player
{
public:
+
+
Player();
virtual ~Player();
- void move(f32 dtime, Map &map);
+ void resetInventory();
+
+ //void move(f32 dtime, Map &map);
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
v3f getSpeed()
{
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:
f32 m_yaw;
v3f m_speed;
v3f m_position;
+
+public:
+
};
+/*
+ Player on the server
+*/
+
class ServerRemotePlayer : public Player
{
public:
{
}
- bool isLocal() const
+ 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:
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);
+ //ISceneNode::setPosition(position);
}
virtual void setYaw(f32 yaw)
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
+#endif // !SERVER
#ifndef SERVER
struct PlayerControl
left = false;
right = false;
jump = false;
- superspeed = false;
+ aux1 = false;
+ sneak = false;
pitch = 0;
yaw = 0;
}
bool a_left,
bool a_right,
bool a_jump,
- bool a_superspeed,
+ bool a_aux1,
+ bool a_sneak,
float a_pitch,
float a_yaw
)
left = a_left;
right = a_right;
jump = a_jump;
- superspeed = a_superspeed;
+ aux1 = a_aux1;
+ sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool left;
bool right;
bool jump;
- bool superspeed;
+ bool aux1;
+ bool sneak;
float pitch;
float yaw;
};
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);
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;
};
#endif // !SERVER