X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.h;h=47f34c178a18fc1e18d366b5ed95e4c6ea536057;hb=43ebec2be1949aa5eac127df7cb902d37e4e461b;hp=e133c7afb208acb296bb7bd822f1b61169d4887c;hpb=945d01fd9efe93e892a6a2be2467373e3c684300;p=minetest.git diff --git a/src/player.h b/src/player.h index e133c7afb..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. */ @@ -20,29 +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 PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" - class Map; class IGameDef; +struct CollisionInfo; +class PlayerSAO; class Player { public: Player(IGameDef *gamedef); - virtual ~Player(); - - void resetInventory(); + virtual ~Player() = 0; - //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() { @@ -67,9 +66,12 @@ 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 +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; } - 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 @@ -147,255 +146,46 @@ class Player 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; u16 peer_id; + std::string inventory_formspec; + 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 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) - { - Player::setPosition(position); - ServerActiveObject::setBasePosition(position); - } - - /* ServerActiveObject interface */ - - u8 getType() const - {return ACTIVEOBJECT_TYPE_PLAYER;} - - virtual void setPos(v3f pos) - { setPosition(pos); } - virtual void moveTo(v3f pos, bool continuous) - { setPosition(pos); } - - virtual std::string getDescription(){return getName();} - // Returns a reference - virtual InventoryItem* getWieldedItem(); - virtual void damageWieldedItem(u16 amount); - // If all fits, eats item and returns true. Otherwise returns false. - virtual bool addToInventory(InventoryItem *item); - virtual void setHP(s16 hp_); - virtual s16 getHP(); - -private: -}; - -#ifndef SERVER - -/* - All the other players on the client are these -*/ - -class RemotePlayer : public Player, public scene::ISceneNode -{ -public: - RemotePlayer( - IGameDef *gamedef, - scene::ISceneNode* parent=NULL, - IrrlichtDevice *device=NULL, - s32 id=0); - - virtual ~RemotePlayer(); + RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(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(const 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; - } - - void updateName(const char *name); - - virtual void updateLight(u8 light_at_pos) - { - Player::updateLight(light_at_pos); - - if(m_node == NULL) - return; - - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); - setMeshVerticesColor(m_node->getMesh(), color); - } - - void move(f32 dtime, Map &map, f32 pos_max_d); - -private: - scene::IMeshSceneNode *m_node; - scene::ITextSceneNode* m_text; - core::aabbox3d 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(IGameDef *gamedef); - 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