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-_.,"
31 // Player privileges. These form a bitmask stored in the privs field
32 // of the player, and define things they're allowed to do. See also
33 // the static methods Player::privsToString and stringToPrivs that
34 // convert these to human-readable form.
35 const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world
37 const u64 PRIV_TELEPORT = 2; // Can teleport
38 const u64 PRIV_SETTIME = 4; // Can set the time
39 const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
40 const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn ,settings)
42 const u64 PRIV_DEFAULT = PRIV_BUILD;
43 const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
44 const u64 PRIV_INVALID = 0x8000000000000000ULL;
46 // Convert a privileges value into a human-readable string,
47 // with each component separated by a comma.
48 std::wstring privsToString(u64 privs);
50 // Converts a comma-seperated list of privilege values into a
51 // privileges value. The reverse of privsToString(). Returns
52 // PRIV_INVALID if there is anything wrong with the input.
53 u64 stringToPrivs(std::wstring str);
66 void resetInventory();
68 //void move(f32 dtime, Map &map);
69 virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
76 void setSpeed(v3f speed)
81 // Y direction is ignored
82 void accelerate(v3f target_speed, f32 max_increase);
89 virtual void setPosition(v3f position)
91 m_position = position;
94 void setPitch(f32 pitch)
99 virtual void setYaw(f32 yaw)
114 virtual void updateName(const char *name)
116 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
119 const char * getName()
124 virtual bool isLocal() const = 0;
126 virtual void updateLight(u8 light_at_pos) {};
128 // NOTE: Use peer_id == 0 for disconnected
129 /*virtual bool isClientConnected() { return false; }
130 virtual void setClientConnected(bool) {}*/
133 serialize() writes a bunch of text that can contain
134 any characters except a '\0', and such an ending that
135 deSerialize stops reading exactly at the right point.
137 void serialize(std::ostream &os);
138 void deSerialize(std::istream &is);
140 bool touching_ground;
141 // This oscillates so that the player jumps a bit above the surface
143 // This is more stable and defines the maximum speed of the player
144 bool in_water_stable;
149 bool craftresult_is_preview;
153 // Player's privileges - a bitmaps of PRIV_xxxx.
159 char m_name[PLAYERNAME_SIZE];
173 class ServerRemotePlayer : public Player
179 virtual ~ServerRemotePlayer()
183 virtual bool isLocal() const
188 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
198 All the other players on the client are these
201 class RemotePlayer : public Player, public scene::ISceneNode
205 scene::ISceneNode* parent=NULL,
206 IrrlichtDevice *device=NULL,
209 virtual ~RemotePlayer();
215 virtual void OnRegisterSceneNode()
218 SceneManager->registerNodeForRendering(this);
220 ISceneNode::OnRegisterSceneNode();
223 virtual void render()
228 virtual const core::aabbox3d<f32>& getBoundingBox() const
233 void setPosition(v3f position)
235 m_oldpos = m_showpos;
237 if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
238 m_pos_animation_time = m_pos_animation_time_counter;
240 m_pos_animation_time = m_pos_animation_time * 0.9
241 + m_pos_animation_time_counter * 0.1;
242 m_pos_animation_time_counter = 0;
243 m_pos_animation_counter = 0;
245 Player::setPosition(position);
246 //ISceneNode::setPosition(position);
249 virtual void setYaw(f32 yaw)
252 ISceneNode::setRotation(v3f(0, -yaw, 0));
260 void updateName(const char *name);
262 virtual void updateLight(u8 light_at_pos)
267 u8 li = decode_light(light_at_pos);
268 video::SColor color(255,li,li,li);
270 scene::IMesh *mesh = m_node->getMesh();
272 u16 mc = mesh->getMeshBufferCount();
273 for(u16 j=0; j<mc; j++)
275 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
276 video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
277 u16 vc = buf->getVertexCount();
278 for(u16 i=0; i<vc; i++)
280 vertices[i].Color = color;
285 void move(f32 dtime, Map &map, f32 pos_max_d);
288 scene::IMeshSceneNode *m_node;
289 scene::ITextSceneNode* m_text;
290 core::aabbox3d<f32> m_box;
293 f32 m_pos_animation_counter;
294 f32 m_pos_animation_time;
295 f32 m_pos_animation_time_counter;
349 class LocalPlayer : public Player
353 virtual ~LocalPlayer();
360 void move(f32 dtime, Map &map, f32 pos_max_d,
361 core::list<CollisionInfo> *collision_info);
362 void move(f32 dtime, Map &map, f32 pos_max_d);
364 void applyControl(float dtime);
366 PlayerControl control;
369 // This is used for determining the sneaking range
371 // Whether the player is allowed to sneak
372 bool m_sneak_node_exists;