3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "common_irrlicht.h"
24 #include "inventory.h"
25 #include "collision.h"
27 #define PLAYERNAME_SIZE 20
28 #define PASSWORD_SIZE 28 // Maximum password length. Allows for
29 // base64-encoded SHA-1.
31 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
33 // Player privileges. These form a bitmask stored in the privs field
34 // of the player, and define things they're allowed to do. See also
35 // the static methods Player::privsToString and stringToPrivs that
36 // convert these to human-readable form.
37 const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world
38 const u64 PRIV_TELEPORT = 2; // Can teleport
39 const u64 PRIV_SETTIME = 4; // Can set the time
40 const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
41 const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn
43 const u64 PRIV_SHOUT = 32; // Can broadcast chat messages to all
46 // Default privileges - these can be overriden for new players using the
47 // config option "default_privs" - however, this value still applies for
48 // players that existed before the privileges system was added.
49 const u64 PRIV_DEFAULT = PRIV_BUILD|PRIV_SHOUT;
50 const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
51 const u64 PRIV_INVALID = 0x8000000000000000ULL;
53 // Convert a privileges value into a human-readable string,
54 // with each component separated by a comma.
55 std::wstring privsToString(u64 privs);
57 // Converts a comma-seperated list of privilege values into a
58 // privileges value. The reverse of privsToString(). Returns
59 // PRIV_INVALID if there is anything wrong with the input.
60 u64 stringToPrivs(std::wstring str);
73 void resetInventory();
75 //void move(f32 dtime, Map &map);
76 virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
83 void setSpeed(v3f speed)
88 // Y direction is ignored
89 void accelerate(v3f target_speed, f32 max_increase);
96 virtual void setPosition(v3f position)
98 m_position = position;
101 void setPitch(f32 pitch)
106 virtual void setYaw(f32 yaw)
121 virtual void updateName(const char *name)
123 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
126 const char * getName()
131 virtual void updatePassword(const char *password)
133 snprintf(m_password, PASSWORD_SIZE, "%s", password);
136 const char * getPassword()
141 virtual bool isLocal() const = 0;
143 virtual void updateLight(u8 light_at_pos) {};
145 // NOTE: Use peer_id == 0 for disconnected
146 /*virtual bool isClientConnected() { return false; }
147 virtual void setClientConnected(bool) {}*/
150 serialize() writes a bunch of text that can contain
151 any characters except a '\0', and such an ending that
152 deSerialize stops reading exactly at the right point.
154 void serialize(std::ostream &os);
155 void deSerialize(std::istream &is);
157 bool touching_ground;
158 // This oscillates so that the player jumps a bit above the surface
160 // This is more stable and defines the maximum speed of the player
161 bool in_water_stable;
166 bool craftresult_is_preview;
170 // Player's privileges - a bitmaps of PRIV_xxxx.
176 char m_name[PLAYERNAME_SIZE];
177 char m_password[PASSWORD_SIZE];
191 class ServerRemotePlayer : public Player
197 virtual ~ServerRemotePlayer()
201 virtual bool isLocal() const
206 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
216 All the other players on the client are these
219 class RemotePlayer : public Player, public scene::ISceneNode
223 scene::ISceneNode* parent=NULL,
224 IrrlichtDevice *device=NULL,
227 virtual ~RemotePlayer();
233 virtual void OnRegisterSceneNode()
236 SceneManager->registerNodeForRendering(this);
238 ISceneNode::OnRegisterSceneNode();
241 virtual void render()
246 virtual const core::aabbox3d<f32>& getBoundingBox() const
251 void setPosition(v3f position)
253 m_oldpos = m_showpos;
255 if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
256 m_pos_animation_time = m_pos_animation_time_counter;
258 m_pos_animation_time = m_pos_animation_time * 0.9
259 + m_pos_animation_time_counter * 0.1;
260 m_pos_animation_time_counter = 0;
261 m_pos_animation_counter = 0;
263 Player::setPosition(position);
264 //ISceneNode::setPosition(position);
267 virtual void setYaw(f32 yaw)
270 ISceneNode::setRotation(v3f(0, -yaw, 0));
278 void updateName(const char *name);
280 virtual void updateLight(u8 light_at_pos)
285 u8 li = decode_light(light_at_pos);
286 video::SColor color(255,li,li,li);
288 scene::IMesh *mesh = m_node->getMesh();
290 u16 mc = mesh->getMeshBufferCount();
291 for(u16 j=0; j<mc; j++)
293 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
294 video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
295 u16 vc = buf->getVertexCount();
296 for(u16 i=0; i<vc; i++)
298 vertices[i].Color = color;
303 void move(f32 dtime, Map &map, f32 pos_max_d);
306 scene::IMeshSceneNode *m_node;
307 scene::ITextSceneNode* m_text;
308 core::aabbox3d<f32> m_box;
311 f32 m_pos_animation_counter;
312 f32 m_pos_animation_time;
313 f32 m_pos_animation_time_counter;
367 class LocalPlayer : public Player
371 virtual ~LocalPlayer();
378 void move(f32 dtime, Map &map, f32 pos_max_d,
379 core::list<CollisionInfo> *collision_info);
380 void move(f32 dtime, Map &map, f32 pos_max_d);
382 void applyControl(float dtime);
384 PlayerControl control;
387 // This is used for determining the sneaking range
389 // Whether the player is allowed to sneak
390 bool m_sneak_node_exists;