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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 PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"


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;
	}

	v3s16 getLightPosition() const
	{
		return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
	}

	v3f getEyeOffset()
	{
		// This is at the height of the eyes of the current figure
		// return v3f(0, BS+BS/2, 0);
		// This is more like in minecraft
		return v3f(0,BS+(5*BS)/8,0);
	}

	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;
	}

	virtual void updateName(const char *name)
	{
		snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
	}

	virtual void wieldItem(u16 item);
	virtual const InventoryItem *getWieldItem() const
	{
		const InventoryList *list = inventory.getList("main");
		if (list)
			return list->getItem(m_selected_item);
		return NULL;
	}

	const char * getName()
	{
		return m_name;
	}

	virtual bool isLocal() const = 0;

	virtual void updateLight(u8 light_at_pos)
	{
		light = 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, IGameDef *gamedef);

	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;
	
	u8 light;

	Inventory inventory;
	// Actual inventory is backed up here when creative mode is used
	Inventory *inventory_backup;

	bool craftresult_is_preview;

	u16 hp;

	u16 peer_id;

protected:
	char m_name[PLAYERNAME_SIZE];
	u16 m_selected_item;
	f32 m_pitch;
	f32 m_yaw;
	v3f m_speed;
	v3f m_position;

public:

};

/*
	Player on the server
*/

#include "serverobject.h"
#include "content_object.h" // Object type IDs

class ServerRemotePlayer : public Player, public ServerActiveObject
{
public:
	ServerRemotePlayer(ServerEnvironment *env):
		ServerActiveObject(env, v3f(0,0,0))
	{
	}
	ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
			const char *name_):
		ServerActiveObject(env, pos_)
	{
		setPosition(pos_);
		peer_id = peer_id_;
		updateName(name_);
	}
	virtual ~ServerRemotePlayer()
	{
	}

	virtual bool isLocal() const
	{
		return false;
	}

	virtual void move(f32 dtime, Map &map, f32 pos_max_d)
	{
	}
	
	virtual void setPosition(const v3f &position)
	{
		Player::setPosition(position);
		ServerActiveObject::setBasePosition(position);
	}
	
	/* ServerActiveObject interface */

	u8 getType() const
		{return ACTIVEOBJECT_TYPE_PLAYER;}
	virtual std::string getDescription(){return getName();}
	// Returns a reference
	virtual InventoryItem* getWieldedItem();
	virtual void damageWieldedItem(u16 amount);
	// If all fits, eats item and returns true. Otherwise returns false.
	virtual bool addToInventory(InventoryItem *item);
	virtual void setHP(s16 hp_);
	virtual s16 getHP();

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(const 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)
	{
		Player::updateLight(light_at_pos);

		if(m_node == NULL)
			return;

		u8 li = decode_light(light_at_pos);
		video::SColor color(255,li,li,li);
		setMeshVerticesColor(m_node->getMesh(), 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