X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.h;h=47f34c178a18fc1e18d366b5ed95e4c6ea536057;hb=43ebec2be1949aa5eac127df7cb902d37e4e461b;hp=4b776a03fe6a62427a5510157f467c9c2ba7f8ae;hpb=12ca835e1404a6c9750a17d327a7d8bd97bafcb4;p=minetest.git diff --git a/src/player.h b/src/player.h index 4b776a03f..47f34c178 100644 --- a/src/player.h +++ b/src/player.h @@ -3,16 +3,16 @@ Minetest-c55 Copyright (C) 2010-2011 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. */ @@ -20,60 +20,28 @@ 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 PASSWORD_SIZE 28 // Maximum password length. Allows for - // base64-encoded SHA-1. - -#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.," - -// Player privileges. These form a bitmask stored in the privs field -// of the player, and define things they're allowed to do. See also -// the static methods Player::privsToString and stringToPrivs that -// convert these to human-readable form. -const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world -const u64 PRIV_TELEPORT = 2; // Can teleport -const u64 PRIV_SETTIME = 4; // Can set the time -const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges -const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn - // ,settings) -const u64 PRIV_SHOUT = 32; // Can broadcast chat messages to all - // players - -// Default privileges - these can be overriden for new players using the -// config option "default_privs" - however, this value still applies for -// players that existed before the privileges system was added. -const u64 PRIV_DEFAULT = PRIV_BUILD|PRIV_SHOUT; -const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL; -const u64 PRIV_INVALID = 0x8000000000000000ULL; - -// Convert a privileges value into a human-readable string, -// with each component separated by a comma. -std::wstring privsToString(u64 privs); - -// Converts a comma-seperated list of privilege values into a -// privileges value. The reverse of privsToString(). Returns -// PRIV_INVALID if there is anything wrong with the input. -u64 stringToPrivs(std::wstring str); +#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" class Map; +class IGameDef; +struct CollisionInfo; +class PlayerSAO; 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() { @@ -93,7 +61,25 @@ class Player 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; } @@ -118,34 +104,33 @@ 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; } - const char * getName() + f32 getRadYaw() { - return m_name; + return (m_yaw + 90.) * core::DEGTORAD; } - virtual void updatePassword(const char *password) + void updateName(const char *name) { - snprintf(m_password, PASSWORD_SIZE, "%s", password); + snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } - const char * getPassword() + const char * getName() const { - return m_password; + return m_name; } - virtual bool isLocal() const = 0; + virtual bool isLocal() const + { return false; } + virtual PlayerSAO *getPlayerSAO() + { return NULL; } + virtual void setPlayerSAO(PlayerSAO *sao) + { assert(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 @@ -159,237 +144,48 @@ class Player 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; + bool camera_barely_in_ceiling; - Inventory inventory; + u8 light; - bool craftresult_is_preview; + Inventory inventory; u16 hp; - // Player's privileges - a bitmaps of PRIV_xxxx. - u64 privs; - u16 peer_id; + std::string inventory_formspec; + protected: + IGameDef *m_gamedef; + char m_name[PLAYERNAME_SIZE]; - char m_password[PASSWORD_SIZE]; f32 m_pitch; f32 m_yaw; v3f m_speed; v3f m_position; - -public: - }; /* Player on the server */ - -class ServerRemotePlayer : public Player -{ -public: - ServerRemotePlayer() - { - } - virtual ~ServerRemotePlayer() - { - } - - 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 +class RemotePlayer : public Player { public: - RemotePlayer( - scene::ISceneNode* parent=NULL, - IrrlichtDevice *device=NULL, - s32 id=0); - - virtual ~RemotePlayer(); - - /* - ISceneNode methods - */ - - virtual void OnRegisterSceneNode() - { - if (IsVisible) - SceneManager->registerNodeForRendering(this); - - ISceneNode::OnRegisterSceneNode(); - } - - virtual void render() - { - // Do nothing - } - - virtual const core::aabbox3d& 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); - } - - virtual void setYaw(f32 yaw) - { - Player::setYaw(yaw); - ISceneNode::setRotation(v3f(0, -yaw, 0)); - } - - bool isLocal() const - { - return false; - } + RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {} + virtual ~RemotePlayer() {} - 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; jgetMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; i 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 // !SERVER - -#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(); - virtual ~LocalPlayer(); - - bool isLocal() const - { - return true; - } - - 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; + PlayerSAO *getPlayerSAO() + { return m_sao; } + void setPlayerSAO(PlayerSAO *sao) + { m_sao = sao; } + void setPosition(const v3f &position); 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