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"
26 #define PLAYERNAME_SIZE 20
28 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
40 Player(IGameDef *gamedef);
41 virtual ~Player() = 0;
43 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
51 void setSpeed(v3f speed)
56 // Y direction is ignored
57 void accelerate(v3f target_speed, f32 max_increase);
64 v3s16 getLightPosition() const;
68 // This is at the height of the eyes of the current figure
69 // return v3f(0, BS+BS/2, 0);
70 // This is more like in minecraft
71 return v3f(0,BS+(5*BS)/8,0);
76 return m_position + getEyeOffset();
79 virtual void setPosition(const v3f &position)
81 m_position = position;
84 void setPitch(f32 pitch)
89 virtual void setYaw(f32 yaw)
106 return -1.0 * m_pitch * core::DEGTORAD;
111 return (m_yaw + 90.) * core::DEGTORAD;
114 void updateName(const char *name)
116 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
119 const char * getName() const
124 virtual bool isLocal() const
126 virtual PlayerSAO *getPlayerSAO()
128 virtual void setPlayerSAO(PlayerSAO *sao)
132 serialize() writes a bunch of text that can contain
133 any characters except a '\0', and such an ending that
134 deSerialize stops reading exactly at the right point.
136 void serialize(std::ostream &os);
137 void deSerialize(std::istream &is);
139 bool touching_ground;
140 // This oscillates so that the player jumps a bit above the surface
142 // This is more stable and defines the maximum speed of the player
143 bool in_water_stable;
149 // In creative mode, this is the invisible backup inventory
159 char m_name[PLAYERNAME_SIZE];
214 class LocalPlayer : public Player
217 LocalPlayer(IGameDef *gamedef);
218 virtual ~LocalPlayer();
225 void move(f32 dtime, Map &map, f32 pos_max_d,
226 core::list<CollisionInfo> *collision_info);
227 void move(f32 dtime, Map &map, f32 pos_max_d);
229 void applyControl(float dtime);
231 v3s16 getStandingNodePos();
233 PlayerControl control;
236 // This is used for determining the sneaking range
238 // Whether the player is allowed to sneak
239 bool m_sneak_node_exists;
246 class RemotePlayer : public Player
249 RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
250 virtual ~RemotePlayer() {}
252 PlayerSAO *getPlayerSAO()
254 void setPlayerSAO(PlayerSAO *sao)
256 void setPosition(const v3f &position);