mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
331 lines
5.9 KiB
C++
331 lines
5.9 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 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 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 Lesser General Public License for more details.
|
|
|
|
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.
|
|
*/
|
|
|
|
#ifndef PLAYER_HEADER
|
|
#define PLAYER_HEADER
|
|
|
|
#include "irrlichttypes_bloated.h"
|
|
#include "inventory.h"
|
|
#include "constants.h" // BS
|
|
|
|
#define PLAYERNAME_SIZE 20
|
|
|
|
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
|
|
|
|
struct PlayerControl
|
|
{
|
|
PlayerControl()
|
|
{
|
|
up = false;
|
|
down = false;
|
|
left = false;
|
|
right = false;
|
|
jump = false;
|
|
aux1 = false;
|
|
sneak = false;
|
|
LMB = false;
|
|
RMB = 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,
|
|
bool a_LMB,
|
|
bool a_RMB,
|
|
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;
|
|
LMB = a_LMB;
|
|
RMB = a_RMB;
|
|
pitch = a_pitch;
|
|
yaw = a_yaw;
|
|
}
|
|
bool up;
|
|
bool down;
|
|
bool left;
|
|
bool right;
|
|
bool jump;
|
|
bool aux1;
|
|
bool sneak;
|
|
bool LMB;
|
|
bool RMB;
|
|
float pitch;
|
|
float yaw;
|
|
};
|
|
|
|
class Map;
|
|
class IGameDef;
|
|
struct CollisionInfo;
|
|
class PlayerSAO;
|
|
struct HudElement;
|
|
|
|
class Player
|
|
{
|
|
public:
|
|
|
|
Player(IGameDef *gamedef);
|
|
virtual ~Player() = 0;
|
|
|
|
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
|
|
{}
|
|
|
|
v3f getSpeed()
|
|
{
|
|
return m_speed;
|
|
}
|
|
|
|
void setSpeed(v3f speed)
|
|
{
|
|
m_speed = speed;
|
|
}
|
|
|
|
void accelerateHorizontal(v3f target_speed, f32 max_increase);
|
|
void accelerateVertical(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*1.5, 0);
|
|
// This is more like in minecraft
|
|
if(camera_barely_in_ceiling)
|
|
return v3f(0,BS*1.5,0);
|
|
else
|
|
return v3f(0,BS*1.625,0);
|
|
}
|
|
|
|
v3f getEyePosition()
|
|
{
|
|
return m_position + getEyeOffset();
|
|
}
|
|
|
|
virtual void setPosition(const v3f &position)
|
|
{
|
|
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;
|
|
}
|
|
|
|
u16 getBreath()
|
|
{
|
|
return m_breath;
|
|
}
|
|
|
|
virtual void setBreath(u16 breath)
|
|
{
|
|
m_breath = breath;
|
|
}
|
|
|
|
f32 getRadPitch()
|
|
{
|
|
return -1.0 * m_pitch * core::DEGTORAD;
|
|
}
|
|
|
|
f32 getRadYaw()
|
|
{
|
|
return (m_yaw + 90.) * core::DEGTORAD;
|
|
}
|
|
|
|
void updateName(const char *name)
|
|
{
|
|
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
|
|
}
|
|
|
|
const char * getName() const
|
|
{
|
|
return m_name;
|
|
}
|
|
|
|
core::aabbox3d<f32> getCollisionbox() {
|
|
return m_collisionbox;
|
|
}
|
|
|
|
u32 getFreeHudID() const {
|
|
size_t size = hud.size();
|
|
for (size_t i = 0; i != size; i++) {
|
|
if (!hud[i])
|
|
return i;
|
|
}
|
|
return size;
|
|
}
|
|
|
|
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
|
|
deSerialize stops reading exactly at the right point.
|
|
*/
|
|
void serialize(std::ostream &os);
|
|
void deSerialize(std::istream &is, std::string playername);
|
|
|
|
bool checkModified()
|
|
{
|
|
if(m_last_hp != hp || m_last_pitch != m_pitch ||
|
|
m_last_pos != m_position || m_last_yaw != m_yaw ||
|
|
!(inventory == m_last_inventory))
|
|
{
|
|
m_last_hp = hp;
|
|
m_last_pitch = m_pitch;
|
|
m_last_pos = m_position;
|
|
m_last_yaw = m_yaw;
|
|
m_last_inventory = inventory;
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool touching_ground;
|
|
// This oscillates so that the player jumps a bit above the surface
|
|
bool in_liquid;
|
|
// This is more stable and defines the maximum speed of the player
|
|
bool in_liquid_stable;
|
|
// Gets the viscosity of water to calculate friction
|
|
u8 liquid_viscosity;
|
|
bool is_climbing;
|
|
bool swimming_vertical;
|
|
bool camera_barely_in_ceiling;
|
|
|
|
u8 light;
|
|
|
|
Inventory inventory;
|
|
|
|
f32 movement_acceleration_default;
|
|
f32 movement_acceleration_air;
|
|
f32 movement_acceleration_fast;
|
|
f32 movement_speed_walk;
|
|
f32 movement_speed_crouch;
|
|
f32 movement_speed_fast;
|
|
f32 movement_speed_climb;
|
|
f32 movement_speed_jump;
|
|
f32 movement_liquid_fluidity;
|
|
f32 movement_liquid_fluidity_smooth;
|
|
f32 movement_liquid_sink;
|
|
f32 movement_gravity;
|
|
|
|
float physics_override_speed;
|
|
float physics_override_jump;
|
|
float physics_override_gravity;
|
|
|
|
u16 hp;
|
|
|
|
float hurt_tilt_timer;
|
|
float hurt_tilt_strength;
|
|
|
|
u16 peer_id;
|
|
|
|
std::string inventory_formspec;
|
|
|
|
PlayerControl control;
|
|
PlayerControl getPlayerControl()
|
|
{
|
|
return control;
|
|
}
|
|
|
|
u32 keyPressed;
|
|
|
|
std::vector<HudElement *> hud;
|
|
u32 hud_flags;
|
|
s32 hud_hotbar_itemcount;
|
|
|
|
protected:
|
|
IGameDef *m_gamedef;
|
|
|
|
char m_name[PLAYERNAME_SIZE];
|
|
u16 m_breath;
|
|
f32 m_pitch;
|
|
f32 m_yaw;
|
|
v3f m_speed;
|
|
v3f m_position;
|
|
core::aabbox3d<f32> m_collisionbox;
|
|
|
|
f32 m_last_pitch;
|
|
f32 m_last_yaw;
|
|
v3f m_last_pos;
|
|
u16 m_last_hp;
|
|
Inventory m_last_inventory;
|
|
};
|
|
|
|
|
|
/*
|
|
Player on the server
|
|
*/
|
|
class RemotePlayer : public Player
|
|
{
|
|
public:
|
|
RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
|
|
virtual ~RemotePlayer() {}
|
|
|
|
PlayerSAO *getPlayerSAO()
|
|
{ return m_sao; }
|
|
void setPlayerSAO(PlayerSAO *sao)
|
|
{ m_sao = sao; }
|
|
void setPosition(const v3f &position);
|
|
|
|
private:
|
|
PlayerSAO *m_sao;
|
|
};
|
|
|
|
#endif
|
|
|