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/*
Minetest-c55
Copyright (C) 2010 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.
*/
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "common_irrlicht.h"
#include "inventory.h"
#define PLAYERNAME_SIZE 20
class Map;
class Player
{
public:
Player();
virtual ~Player();
//void move(f32 dtime, Map &map);
virtual void move(f32 dtime, Map &map) = 0;
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;
}
virtual void setPosition(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;
}
virtual void updateName(const char *name)
{
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
const char * getName()
{
return m_name;
}
virtual bool isLocal() const = 0;
virtual void updateLight(u8 light_at_pos) {};
bool touching_ground;
bool in_water;
Inventory inventory;
u16 peer_id;
protected:
char m_name[PLAYERNAME_SIZE];
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
};
class ServerRemotePlayer : public Player
{
public:
ServerRemotePlayer()
{
}
virtual ~ServerRemotePlayer()
{
}
bool isLocal() const
{
return false;
}
void move(f32 dtime, Map &map)
{
}
private:
};
#ifndef SERVER
class RemotePlayer : public Player, public scene::ISceneNode
{
public:
RemotePlayer(
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(v3f position)
{
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;
Player::setPosition(position);
//ISceneNode::setPosition(position);
}
virtual void setYaw(f32 yaw)
{
Player::setYaw(yaw);
ISceneNode::setRotation(v3f(0, -yaw, 0));
}
bool isLocal() const
{
return false;
}
void updateName(const char *name);
virtual void updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
scene::IMesh *mesh = m_node->getMesh();
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
}
}
void move(f32 dtime, Map &map);
private:
scene::IMeshSceneNode *m_node;
scene::ITextSceneNode* m_text;
core::aabbox3d<f32> m_box;
v3f m_oldpos;
f32 m_pos_animation_counter;
f32 m_pos_animation_time;
f32 m_pos_animation_time_counter;
v3f m_showpos;
};
#endif
#ifndef SERVER
struct PlayerControl
{
PlayerControl()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
superspeed = false;
pitch = 0;
yaw = 0;
}
PlayerControl(
bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
bool a_superspeed,
float a_pitch,
float a_yaw
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
superspeed = a_superspeed;
pitch = a_pitch;
yaw = a_yaw;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
bool superspeed;
float pitch;
float yaw;
};
class LocalPlayer : public Player
{
public:
LocalPlayer();
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
void move(f32 dtime, Map &map);
void applyControl(float dtime);
PlayerControl control;
private:
};
#endif // !SERVER
#endif
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