minetest/src/player.h

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/*
Minetest-c55
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
the Free Software Foundation; either version 2 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.
You should have received a copy of the GNU 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.
*/
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#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "common_irrlicht.h"
#include "inventory.h"
#include "collision.h"
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#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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class Map;
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class IGameDef;
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class Player
{
public:
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Player(IGameDef *gamedef);
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virtual ~Player();
void resetInventory();
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//void move(f32 dtime, Map &map);
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virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
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v3f getSpeed()
{
return m_speed;
}
void setSpeed(v3f speed)
{
m_speed = speed;
}
// Y direction is ignored
void accelerate(v3f target_speed, f32 max_increase);
v3f getPosition()
{
return m_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)
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{
m_position = position;
}
void setPitch(f32 pitch)
{
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
m_yaw = yaw;
}
f32 getPitch()
{
return m_pitch;
}
f32 getYaw()
{
return m_yaw;
}
virtual void updateName(const char *name)
{
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
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virtual void wieldItem(u16 item);
virtual const InventoryItem *getWieldItem() const
{
const InventoryList *list = inventory.getList("main");
if (list)
return list->getItem(m_selected_item);
return NULL;
}
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const char * getName()
{
return m_name;
}
virtual bool isLocal() const = 0;
virtual void updateLight(u8 light_at_pos)
{
light = 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);
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void deSerialize(std::istream &is);
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_water;
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// This is more stable and defines the maximum speed of the player
bool in_water_stable;
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bool is_climbing;
bool swimming_up;
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u8 light;
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Inventory inventory;
// Actual inventory is backed up here when creative mode is used
Inventory *inventory_backup;
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bool craftresult_is_preview;
u16 hp;
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u16 peer_id;
protected:
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IGameDef *m_gamedef;
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char m_name[PLAYERNAME_SIZE];
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u16 m_selected_item;
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f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
public:
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};
/*
Player on the server
*/
#include "serverobject.h"
#include "content_object.h" // Object type IDs
class ServerRemotePlayer : public Player, public ServerActiveObject
{
public:
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ServerRemotePlayer(ServerEnvironment *env);
ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
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const char *name_);
virtual ~ServerRemotePlayer()
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{}
virtual bool isLocal() const
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{ return false; }
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virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{
}
virtual void setPosition(const v3f &position)
{
Player::setPosition(position);
ServerActiveObject::setBasePosition(position);
}
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/* ServerActiveObject interface */
u8 getType() const
{return ACTIVEOBJECT_TYPE_PLAYER;}
virtual void setPos(v3f pos)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
virtual void moveTo(v3f pos, bool continuous)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
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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();
v3f m_last_good_position;
float m_last_good_position_age;
private:
};
#ifndef SERVER
/*
All the other players on the client are these
*/
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class RemotePlayer : public Player, public scene::ISceneNode
{
public:
RemotePlayer(
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IGameDef *gamedef,
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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<f32>& getBoundingBox() const
{
return m_box;
}
void setPosition(const v3f &position)
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{
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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;
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Player::setPosition(position);
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//ISceneNode::setPosition(position);
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}
virtual void setYaw(f32 yaw)
{
Player::setYaw(yaw);
ISceneNode::setRotation(v3f(0, -yaw, 0));
}
bool isLocal() const
{
return false;
}
void updateName(const char *name);
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virtual void updateLight(u8 light_at_pos)
{
Player::updateLight(light_at_pos);
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if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshVerticesColor(m_node->getMesh(), color);
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}
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void move(f32 dtime, Map &map, f32 pos_max_d);
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private:
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scene::IMeshSceneNode *m_node;
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scene::ITextSceneNode* m_text;
core::aabbox3d<f32> m_box;
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v3f m_oldpos;
f32 m_pos_animation_counter;
f32 m_pos_animation_time;
f32 m_pos_animation_time_counter;
v3f m_showpos;
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};
#endif // !SERVER
#ifndef SERVER
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struct PlayerControl
{
PlayerControl()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
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aux1 = false;
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sneak = false;
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pitch = 0;
yaw = 0;
}
PlayerControl(
bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
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bool a_aux1,
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bool a_sneak,
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float a_pitch,
float a_yaw
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
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aux1 = a_aux1;
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sneak = a_sneak;
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pitch = a_pitch;
yaw = a_yaw;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
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bool aux1;
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bool sneak;
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float pitch;
float yaw;
};
class LocalPlayer : public Player
{
public:
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LocalPlayer(IGameDef *gamedef);
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virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
void move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info);
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void move(f32 dtime, Map &map, f32 pos_max_d);
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void applyControl(float dtime);
PlayerControl control;
private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
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};
#endif // !SERVER
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#endif