forked from Mirrorlandia_minetest/minetest
396 lines
7.3 KiB
C++
396 lines
7.3 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef PLAYER_HEADER
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#define PLAYER_HEADER
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#include "common_irrlicht.h"
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#include "inventory.h"
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#include "collision.h"
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#define PLAYERNAME_SIZE 20
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#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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class Map;
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class IGameDef;
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class Player
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{
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public:
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Player(IGameDef *gamedef);
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virtual ~Player();
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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()
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{
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return m_speed;
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}
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void setSpeed(v3f speed)
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{
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m_speed = speed;
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}
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// Y direction is ignored
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void accelerate(v3f target_speed, f32 max_increase);
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v3f getPosition()
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{
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return m_position;
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}
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v3s16 getLightPosition() const;
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v3f getEyeOffset()
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{
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// This is at the height of the eyes of the current figure
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// return v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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return v3f(0,BS+(5*BS)/8,0);
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}
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v3f getEyePosition()
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{
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return m_position + getEyeOffset();
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}
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virtual void setPosition(const v3f &position)
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{
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m_position = position;
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}
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void setPitch(f32 pitch)
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{
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m_pitch = pitch;
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}
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virtual void setYaw(f32 yaw)
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{
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m_yaw = yaw;
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}
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f32 getPitch()
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{
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return m_pitch;
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}
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f32 getYaw()
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{
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return m_yaw;
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}
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virtual void updateName(const char *name)
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{
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snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
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}
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virtual void wieldItem(u16 item);
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virtual const InventoryItem *getWieldItem() const
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{
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const InventoryList *list = inventory.getList("main");
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if (list)
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return list->getItem(m_selected_item);
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return NULL;
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}
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const char * getName()
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{
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return m_name;
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}
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virtual bool isLocal() const = 0;
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virtual void updateLight(u8 light_at_pos)
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{
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light = light_at_pos;
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}
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// NOTE: Use peer_id == 0 for disconnected
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/*virtual bool isClientConnected() { return false; }
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virtual void setClientConnected(bool) {}*/
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/*
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serialize() writes a bunch of text that can contain
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any characters except a '\0', and such an ending that
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deSerialize stops reading exactly at the right point.
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*/
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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
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bool in_water_stable;
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bool is_climbing;
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bool swimming_up;
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u8 light;
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Inventory inventory;
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// Actual inventory is backed up here when creative mode is used
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Inventory *inventory_backup;
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bool craftresult_is_preview;
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u16 hp;
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u16 peer_id;
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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;
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f32 m_yaw;
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v3f m_speed;
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v3f m_position;
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public:
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};
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/*
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Player on the server
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*/
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#include "serverobject.h"
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#include "content_object.h" // Object type IDs
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class ServerRemotePlayer : public Player, public ServerActiveObject
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{
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public:
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ServerRemotePlayer(ServerEnvironment *env);
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ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
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const char *name_);
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virtual ~ServerRemotePlayer()
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{}
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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)
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{
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}
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virtual void setPosition(const v3f &position)
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{
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Player::setPosition(position);
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ServerActiveObject::setBasePosition(position);
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}
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/* ServerActiveObject interface */
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u8 getType() const
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{return ACTIVEOBJECT_TYPE_PLAYER;}
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virtual std::string getDescription(){return getName();}
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// Returns a reference
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virtual InventoryItem* getWieldedItem();
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virtual void damageWieldedItem(u16 amount);
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// If all fits, eats item and returns true. Otherwise returns false.
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virtual bool addToInventory(InventoryItem *item);
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virtual void setHP(s16 hp_);
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virtual s16 getHP();
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private:
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};
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#ifndef SERVER
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/*
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All the other players on the client are these
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*/
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class RemotePlayer : public Player, public scene::ISceneNode
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{
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public:
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RemotePlayer(
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IGameDef *gamedef,
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scene::ISceneNode* parent=NULL,
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IrrlichtDevice *device=NULL,
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s32 id=0);
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virtual ~RemotePlayer();
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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virtual void render()
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{
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// Do nothing
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return m_box;
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}
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void setPosition(const v3f &position)
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{
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m_oldpos = m_showpos;
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if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
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m_pos_animation_time = m_pos_animation_time_counter;
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else
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m_pos_animation_time = m_pos_animation_time * 0.9
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+ m_pos_animation_time_counter * 0.1;
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m_pos_animation_time_counter = 0;
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m_pos_animation_counter = 0;
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Player::setPosition(position);
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//ISceneNode::setPosition(position);
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}
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virtual void setYaw(f32 yaw)
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{
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Player::setYaw(yaw);
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ISceneNode::setRotation(v3f(0, -yaw, 0));
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}
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bool isLocal() const
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{
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return false;
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}
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void updateName(const char *name);
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virtual void updateLight(u8 light_at_pos)
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{
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Player::updateLight(light_at_pos);
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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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;
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core::aabbox3d<f32> m_box;
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v3f m_oldpos;
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f32 m_pos_animation_counter;
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f32 m_pos_animation_time;
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f32 m_pos_animation_time_counter;
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v3f m_showpos;
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};
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#endif // !SERVER
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#ifndef SERVER
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struct PlayerControl
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{
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PlayerControl()
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{
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up = false;
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down = false;
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left = false;
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right = false;
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jump = false;
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aux1 = false;
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sneak = false;
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pitch = 0;
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yaw = 0;
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}
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PlayerControl(
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bool a_up,
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bool a_down,
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bool a_left,
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bool a_right,
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bool a_jump,
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bool a_aux1,
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bool a_sneak,
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float a_pitch,
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float a_yaw
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)
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{
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up = a_up;
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down = a_down;
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left = a_left;
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right = a_right;
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jump = a_jump;
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aux1 = a_aux1;
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sneak = a_sneak;
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pitch = a_pitch;
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yaw = a_yaw;
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}
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bool up;
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bool down;
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bool left;
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bool right;
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bool jump;
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bool aux1;
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bool sneak;
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float pitch;
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float yaw;
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};
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer(IGameDef *gamedef);
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virtual ~LocalPlayer();
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bool isLocal() const
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{
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return true;
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}
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void move(f32 dtime, Map &map, f32 pos_max_d,
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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);
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PlayerControl control;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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};
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#endif // !SERVER
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#endif
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