aboutsummaryrefslogtreecommitdiff
path: root/src/player.h
blob: 6108af3db8786cae8638e434a259d19ee8468032 (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
/*
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