aboutsummaryrefslogtreecommitdiff
path: root/src/player.h
blob: 925252e49d6a48f361ff01c44179587f5d78270e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
/*
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 "common_irrlicht.h"
#include "inventory.h"
#include "collision.h"

#define PLAYERNAME_SIZE 20
#define PASSWORD_SIZE 28       // Maximum password length. Allows for
                               // base64-encoded SHA-1.

#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"

// Player privileges. These form a bitmask stored in the privs field
// of the player, and define things they're allowed to do. See also
// the static methods Player::privsToString and stringToPrivs that
// convert these to human-readable form.
const u64 PRIV_BUILD = 1;	// Can build - i.e. modify the world
				//  (not enforced yet)
const u64 PRIV_TELEPORT = 2;	// Can teleport
const u64 PRIV_SETTIME = 4;	// Can set the time
const u64 PRIV_PRIVS = 8;	// Can grant and revoke privileges
const u64 PRIV_SERVER = 16;	// Can manage the server (e.g. shutodwn ,settings)

const u64 PRIV_DEFAULT = PRIV_BUILD;
const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
const u64 PRIV_INVALID = 0x8000000000000000ULL;

// Convert a privileges value into a human-readable string,
// with each component separated by a comma.
std::wstring privsToString(u64 privs);

// Converts a comma-seperated list of privilege values into a
// privileges value. The reverse of privsToString(). Returns
// PRIV_INVALID if there is anything wrong with the input.
u64 stringToPrivs(std::wstring str);


class Map;

class Player
{
public:


	Player();
	virtual ~Player();

	void resetInventory();

	//void move(f32 dtime, Map &map);
	virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 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 void updatePassword(const char *password)
	{
		snprintf(m_password, PASSWORD_SIZE, "%s", password);
	}

	const char * getPassword()
	{
		return m_password;
	}

	virtual bool isLocal() const = 0;

	virtual void updateLight(u8 light_at_pos) {};
	
	// NOTE: Use peer_id == 0 for disconnected
	/*virtual bool isClientConnected() { return false; }
	virtual void setClientConnected(bool) {}*/
	
	/*
		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 swimming_up;
	
	Inventory inventory;

	bool craftresult_is_preview;

	u16 hp;

	// Player's privileges - a bitmaps of PRIV_xxxx.
	u64 privs;

	u16 peer_id;

protected:
	char m_name[PLAYERNAME_SIZE];
	char m_password[PASSWORD_SIZE];
	f32 m_pitch;
	f32 m_yaw;
	v3f m_speed;
	v3f m_position;

public:

};

/*
	Player on the server
*/

class ServerRemotePlayer : public Player
{
public:
	ServerRemotePlayer()
	{
	}
	virtual ~ServerRemotePlayer()
	{
	}

	virtual bool isLocal() const
	{
		return false;
	}

	virtual void move(f32 dtime, Map &map, f32 pos_max_d)
	{
	}
	
private:
};

#ifndef SERVER

/*
	All the other players on the client are these
*/

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, f32 pos_max_d);

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 // !SERVER

#ifndef SERVER
struct PlayerControl
{
	PlayerControl()
	{
		up = false;
		down = false;
		left = false;
		right = false;
		jump = false;
		aux1 = false;
		sneak = 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,
		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;
		pitch = a_pitch;
		yaw = a_yaw;
	}
	bool up;
	bool down;
	bool left;
	bool right;
	bool jump;
	bool aux1;
	bool sneak;
	float pitch;
	float yaw;
};

class LocalPlayer : public Player
{
public:
	LocalPlayer();
	virtual ~LocalPlayer();

	bool isLocal() const
	{
		return true;
	}

	void move(f32 dtime, Map &map, f32 pos_max_d,
			core::list<CollisionInfo> *collision_info);
	void move(f32 dtime, Map &map, f32 pos_max_d);

	void applyControl(float dtime);
	
	PlayerControl control;

private:
	// This is used for determining the sneaking range
	v3s16 m_sneak_node;
	// Whether the player is allowed to sneak
	bool m_sneak_node_exists;
};
#endif // !SERVER

#endif