forked from Mirrorlandia_minetest/minetest
331 lines
5.9 KiB
C++
331 lines
5.9 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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 "irrlichttypes_bloated.h"
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#include "inventory.h"
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#include "constants.h" // BS
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#define PLAYERNAME_SIZE 20
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#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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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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LMB = false;
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RMB = 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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bool a_LMB,
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bool a_RMB,
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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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LMB = a_LMB;
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RMB = a_RMB;
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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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bool LMB;
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bool RMB;
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float pitch;
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float yaw;
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};
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class Map;
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class IGameDef;
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struct CollisionInfo;
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class PlayerSAO;
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struct HudElement;
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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() = 0;
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virtual void move(f32 dtime, Map &map, f32 pos_max_d)
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{}
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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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void accelerateHorizontal(v3f target_speed, f32 max_increase);
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void accelerateVertical(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*1.5, 0);
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// This is more like in minecraft
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if(camera_barely_in_ceiling)
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return v3f(0,BS*1.5,0);
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else
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return v3f(0,BS*1.625,0);
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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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u16 getBreath()
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{
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return m_breath;
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}
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virtual void setBreath(u16 breath)
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{
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m_breath = breath;
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}
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f32 getRadPitch()
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{
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return -1.0 * m_pitch * core::DEGTORAD;
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}
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f32 getRadYaw()
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{
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return (m_yaw + 90.) * core::DEGTORAD;
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}
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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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const char * getName() const
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{
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return m_name;
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}
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core::aabbox3d<f32> getCollisionbox() {
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return m_collisionbox;
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}
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u32 getFreeHudID() const {
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size_t size = hud.size();
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for (size_t i = 0; i != size; i++) {
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if (!hud[i])
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return i;
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}
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return size;
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}
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virtual bool isLocal() const
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{ return false; }
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virtual PlayerSAO *getPlayerSAO()
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{ return NULL; }
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virtual void setPlayerSAO(PlayerSAO *sao)
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{ assert(0); }
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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, std::string playername);
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bool checkModified()
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{
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if(m_last_hp != hp || m_last_pitch != m_pitch ||
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m_last_pos != m_position || m_last_yaw != m_yaw ||
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!(inventory == m_last_inventory))
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{
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m_last_hp = hp;
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m_last_pitch = m_pitch;
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m_last_pos = m_position;
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m_last_yaw = m_yaw;
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m_last_inventory = inventory;
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return true;
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} else {
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return false;
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}
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}
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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_liquid;
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// This is more stable and defines the maximum speed of the player
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bool in_liquid_stable;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity;
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bool is_climbing;
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bool swimming_vertical;
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bool camera_barely_in_ceiling;
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u8 light;
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Inventory inventory;
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f32 movement_acceleration_default;
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f32 movement_acceleration_air;
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f32 movement_acceleration_fast;
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f32 movement_speed_walk;
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f32 movement_speed_crouch;
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f32 movement_speed_fast;
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f32 movement_speed_climb;
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f32 movement_speed_jump;
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f32 movement_liquid_fluidity;
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f32 movement_liquid_fluidity_smooth;
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f32 movement_liquid_sink;
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f32 movement_gravity;
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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u16 hp;
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float hurt_tilt_timer;
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float hurt_tilt_strength;
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u16 peer_id;
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std::string inventory_formspec;
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PlayerControl control;
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PlayerControl getPlayerControl()
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{
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return control;
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}
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u32 keyPressed;
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std::vector<HudElement *> hud;
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u32 hud_flags;
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s32 hud_hotbar_itemcount;
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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_breath;
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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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core::aabbox3d<f32> m_collisionbox;
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f32 m_last_pitch;
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f32 m_last_yaw;
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v3f m_last_pos;
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u16 m_last_hp;
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Inventory m_last_inventory;
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};
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/*
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Player on the server
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*/
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class RemotePlayer : public Player
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{
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public:
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RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
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virtual ~RemotePlayer() {}
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PlayerSAO *getPlayerSAO()
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{ return m_sao; }
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void setPlayerSAO(PlayerSAO *sao)
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{ m_sao = sao; }
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void setPosition(const v3f &position);
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private:
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PlayerSAO *m_sao;
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};
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#endif
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