minetest/src/player.h

190 lines
3.5 KiB
C++

/*
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.
*/
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "irrlichttypes.h"
#include "inventory.h"
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
class Map;
class IGameDef;
struct CollisionInfo;
class PlayerSAO;
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;
}
// 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*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;
}
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;
}
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);
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
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;
bool camera_barely_in_ceiling;
u8 light;
// In creative mode, this is the invisible backup inventory
Inventory inventory;
u16 hp;
u16 peer_id;
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
};
/*
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