/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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" #define PLAYERNAME_SIZE 20 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" class Map; class IGameDef; struct CollisionInfo; class Player { public: Player(IGameDef *gamedef); 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; 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; } f32 getRadPitch() { return -1.0 * m_pitch * core::DEGTORAD; } f32 getRadYaw() { return (m_yaw + 90.) * core::DEGTORAD; } virtual void updateName(const char *name) { snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } const char * getName() const { 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); 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; 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; public: }; #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(IGameDef *gamedef); virtual ~LocalPlayer(); bool isLocal() const { return true; } void move(f32 dtime, Map &map, f32 pos_max_d, core::list *collision_info); void move(f32 dtime, Map &map, f32 pos_max_d); void applyControl(float dtime); v3s16 getStandingNodePos(); 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