X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fplayer.h;h=d62fb611116bfddae84bd69736d68fd0833bceeb;hb=569fca53089b7b7e87b02edd44e2ad47166f7af6;hp=be93766fd7a949ed2fa30498fc9fd5e9af4abb30;hpb=94c9686020798c8ec8113c242dc1dfe0c2accf71;p=minetest.git diff --git a/src/player.h b/src/player.h index be93766fd..d62fb6111 100644 --- a/src/player.h +++ b/src/player.h @@ -22,45 +22,21 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "common_irrlicht.h" #include "inventory.h" -#include "collision.h" #define PLAYERNAME_SIZE 20 -#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 - // (not enforced yet) -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_DEFAULT = PRIV_BUILD; -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 Player { public: - - Player(); + Player(IGameDef *gamedef); virtual ~Player(); void resetInventory(); @@ -86,7 +62,22 @@ 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+BS/2, 0); + // This is more like in minecraft + return v3f(0,BS+(5*BS)/8,0); + } + + v3f getEyePosition() + { + return m_position + getEyeOffset(); + } + + virtual void setPosition(const v3f &position) { m_position = position; } @@ -111,19 +102,32 @@ class Player return m_yaw; } + f32 getRadPitch() + { + return -1.0 * m_pitch * core::DEGTORAD; + } + + f32 getRadYaw() + { + return (m_yaw + 90.) * core::DEGTORAD; + } + virtual void updateName(const char *name) { snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } - const char * getName() + const char * getName() const { return m_name; } virtual bool isLocal() const = 0; - virtual void updateLight(u8 light_at_pos) {}; + virtual void updateLight(u8 light_at_pos) + { + light = light_at_pos; + } // NOTE: Use peer_id == 0 for disconnected /*virtual bool isClientConnected() { return false; } @@ -142,20 +146,22 @@ 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; - Inventory inventory; + u8 light; - bool craftresult_is_preview; + Inventory inventory; + // Actual inventory is backed up here when creative mode is used + Inventory *inventory_backup; u16 hp; - // Player's privileges - a bitmaps of PRIV_xxxx. - u64 privs; - u16 peer_id; protected: + IGameDef *m_gamedef; + char m_name[PLAYERNAME_SIZE]; f32 m_pitch; f32 m_yaw; @@ -166,138 +172,6 @@ class Player }; -/* - 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 -{ -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; - } - - 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 { @@ -349,14 +223,14 @@ struct PlayerControl class LocalPlayer : public Player { public: - LocalPlayer(); + 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);