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* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Settings fixes Make the GameGlobalShaderConstantSetter use the settings callb...gregorycu2015-01-25
* Revert "Make the GameGlobalShaderConstantSetter use the settings callback (8%...Craig Robbins2015-01-25
* Make the GameGlobalShaderConstantSetter use the settings callback (8% perf im...gregorycu2015-01-23
* FontEngine: Don't use file extension to check font file compatibilitykwolekr2014-12-29
* Fix MSVC compiling warnings and remove an unused textureSmallJoker2014-12-12
* Fix segfault at exit caused by non grabbed fontKahrl2014-11-30
* Make hud use fontengine toosapier2014-11-30
* Implement proper font handlingsapier2014-11-30
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/*
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