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
29 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
42 void resetInventory();
44 //void move(f32 dtime, Map &map);
45 virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
52 void setSpeed(v3f speed)
57 // Y direction is ignored
58 void accelerate(v3f target_speed, f32 max_increase);
65 v3s16 getLightPosition() const
67 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
72 // This is at the height of the eyes of the current figure
73 // return v3f(0, BS+BS/2, 0);
74 // This is more like in minecraft
75 return v3f(0,BS+(5*BS)/8,0);
80 return m_position + getEyeOffset();
83 virtual void setPosition(const v3f &position)
85 m_position = position;
88 void setPitch(f32 pitch)
93 virtual void setYaw(f32 yaw)
108 virtual void updateName(const char *name)
110 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
113 virtual void wieldItem(u16 item);
114 virtual const InventoryItem *getWieldItem() const
116 const InventoryList *list = inventory.getList("main");
118 return list->getItem(m_selected_item);
122 const char * getName()
127 virtual bool isLocal() const = 0;
129 virtual void updateLight(u8 light_at_pos)
131 light = light_at_pos;
134 // NOTE: Use peer_id == 0 for disconnected
135 /*virtual bool isClientConnected() { return false; }
136 virtual void setClientConnected(bool) {}*/
139 serialize() writes a bunch of text that can contain
140 any characters except a '\0', and such an ending that
141 deSerialize stops reading exactly at the right point.
143 void serialize(std::ostream &os);
144 void deSerialize(std::istream &is);
146 bool touching_ground;
147 // This oscillates so that the player jumps a bit above the surface
149 // This is more stable and defines the maximum speed of the player
150 bool in_water_stable;
157 // Actual inventory is backed up here when creative mode is used
158 Inventory *inventory_backup;
160 bool craftresult_is_preview;
167 char m_name[PLAYERNAME_SIZE];
182 #include "serverobject.h"
183 #include "content_object.h" // Object type IDs
185 class ServerRemotePlayer : public Player, public ServerActiveObject
188 ServerRemotePlayer():
189 ServerActiveObject(NULL, v3f(0,0,0))
192 ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
194 ServerActiveObject(env, pos_)
200 virtual ~ServerRemotePlayer()
204 virtual bool isLocal() const
209 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
213 virtual void setPosition(const v3f &position)
215 Player::setPosition(position);
216 ServerActiveObject::setBasePosition(position);
219 /* ServerActiveObject interface */
222 {return ACTIVEOBJECT_TYPE_PLAYER;}
223 virtual std::string getDescription(){return getName();}
224 // Returns a reference
225 virtual InventoryItem* getWieldedItem();
226 virtual void damageWieldedItem(u16 amount);
227 // If all fits, eats item and returns true. Otherwise returns false.
228 virtual bool addToInventory(InventoryItem *item);
229 virtual void setHP(s16 hp_);
238 All the other players on the client are these
241 class RemotePlayer : public Player, public scene::ISceneNode
245 scene::ISceneNode* parent=NULL,
246 IrrlichtDevice *device=NULL,
249 virtual ~RemotePlayer();
255 virtual void OnRegisterSceneNode()
258 SceneManager->registerNodeForRendering(this);
260 ISceneNode::OnRegisterSceneNode();
263 virtual void render()
268 virtual const core::aabbox3d<f32>& getBoundingBox() const
273 void setPosition(const v3f &position)
275 m_oldpos = m_showpos;
277 if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
278 m_pos_animation_time = m_pos_animation_time_counter;
280 m_pos_animation_time = m_pos_animation_time * 0.9
281 + m_pos_animation_time_counter * 0.1;
282 m_pos_animation_time_counter = 0;
283 m_pos_animation_counter = 0;
285 Player::setPosition(position);
286 //ISceneNode::setPosition(position);
289 virtual void setYaw(f32 yaw)
292 ISceneNode::setRotation(v3f(0, -yaw, 0));
300 void updateName(const char *name);
302 virtual void updateLight(u8 light_at_pos)
304 Player::updateLight(light_at_pos);
309 u8 li = decode_light(light_at_pos);
310 video::SColor color(255,li,li,li);
311 setMeshVerticesColor(m_node->getMesh(), color);
314 void move(f32 dtime, Map &map, f32 pos_max_d);
317 scene::IMeshSceneNode *m_node;
318 scene::ITextSceneNode* m_text;
319 core::aabbox3d<f32> m_box;
322 f32 m_pos_animation_counter;
323 f32 m_pos_animation_time;
324 f32 m_pos_animation_time_counter;
378 class LocalPlayer : public Player
382 virtual ~LocalPlayer();
389 void move(f32 dtime, Map &map, f32 pos_max_d,
390 core::list<CollisionInfo> *collision_info);
391 void move(f32 dtime, Map &map, f32 pos_max_d);
393 void applyControl(float dtime);
395 PlayerControl control;
398 // This is used for determining the sneaking range
400 // Whether the player is allowed to sneak
401 bool m_sneak_node_exists;