X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;ds=sidebyside;f=src%2Fplayer.h;h=496c99532d8fe4bfca2f7b1e53c248ad2add675f;hb=a0566270d9fa075afa36a7e3e68c690b1b23ba90;hp=cfd59d6cabf812909e63e739b43f26ea1f00b9e6;hpb=e4daa4c0658dc8547352dd2039ab74d963a48ff0;p=dragonfireclient.git diff --git a/src/player.h b/src/player.h index cfd59d6ca..496c99532 100644 --- a/src/player.h +++ b/src/player.h @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ @@ -20,29 +20,83 @@ with this program; if not, write to the Free Software Foundation, Inc., #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() { @@ -54,8 +108,8 @@ 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() { @@ -67,9 +121,12 @@ class Player 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() @@ -102,36 +159,33 @@ 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; } - 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 @@ -142,191 +196,77 @@ class Player bool touching_ground; // This oscillates so that the player jumps a bit above the surface - bool in_water; + bool in_liquid; // This is more stable and defines the maximum speed of the player - bool in_water_stable; + bool in_liquid_stable; + // Gets the viscosity of water to calculate friction + u8 liquid_viscosity; bool is_climbing; - bool swimming_up; + bool swimming_vertical; + 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; + 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; 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 -{ -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; } - - virtual bool unlimitedTransferDistance() const; - - 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 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 +class RemotePlayer : 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 *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