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
39 const u64 PRIV_TELEPORT = 2; // Can teleport
40 const u64 PRIV_SETTIME = 4; // Can set the time
41 const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
42 const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn ,settings)
44 const u64 PRIV_DEFAULT = PRIV_BUILD;
45 const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
46 const u64 PRIV_INVALID = 0x8000000000000000ULL;
48 // Convert a privileges value into a human-readable string,
49 // with each component separated by a comma.
50 std::wstring privsToString(u64 privs);
52 // Converts a comma-seperated list of privilege values into a
53 // privileges value. The reverse of privsToString(). Returns
54 // PRIV_INVALID if there is anything wrong with the input.
55 u64 stringToPrivs(std::wstring str);
68 void resetInventory();
70 //void move(f32 dtime, Map &map);
71 virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
78 void setSpeed(v3f speed)
83 // Y direction is ignored
84 void accelerate(v3f target_speed, f32 max_increase);
91 virtual void setPosition(v3f position)
93 m_position = position;
96 void setPitch(f32 pitch)
101 virtual void setYaw(f32 yaw)
116 virtual void updateName(const char *name)
118 snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
121 const char * getName()
126 virtual void updatePassword(const char *password)
128 snprintf(m_password, PASSWORD_SIZE, "%s", password);
131 const char * getPassword()
136 virtual bool isLocal() const = 0;
138 virtual void updateLight(u8 light_at_pos) {};
140 // NOTE: Use peer_id == 0 for disconnected
141 /*virtual bool isClientConnected() { return false; }
142 virtual void setClientConnected(bool) {}*/
145 serialize() writes a bunch of text that can contain
146 any characters except a '\0', and such an ending that
147 deSerialize stops reading exactly at the right point.
149 void serialize(std::ostream &os);
150 void deSerialize(std::istream &is);
152 bool touching_ground;
153 // This oscillates so that the player jumps a bit above the surface
155 // This is more stable and defines the maximum speed of the player
156 bool in_water_stable;
161 bool craftresult_is_preview;
165 // Player's privileges - a bitmaps of PRIV_xxxx.
171 char m_name[PLAYERNAME_SIZE];
172 char m_password[PASSWORD_SIZE];
186 class ServerRemotePlayer : public Player
192 virtual ~ServerRemotePlayer()
196 virtual bool isLocal() const
201 virtual void move(f32 dtime, Map &map, f32 pos_max_d)
211 All the other players on the client are these
214 class RemotePlayer : public Player, public scene::ISceneNode
218 scene::ISceneNode* parent=NULL,
219 IrrlichtDevice *device=NULL,
222 virtual ~RemotePlayer();
228 virtual void OnRegisterSceneNode()
231 SceneManager->registerNodeForRendering(this);
233 ISceneNode::OnRegisterSceneNode();
236 virtual void render()
241 virtual const core::aabbox3d<f32>& getBoundingBox() const
246 void setPosition(v3f position)
248 m_oldpos = m_showpos;
250 if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
251 m_pos_animation_time = m_pos_animation_time_counter;
253 m_pos_animation_time = m_pos_animation_time * 0.9
254 + m_pos_animation_time_counter * 0.1;
255 m_pos_animation_time_counter = 0;
256 m_pos_animation_counter = 0;
258 Player::setPosition(position);
259 //ISceneNode::setPosition(position);
262 virtual void setYaw(f32 yaw)
265 ISceneNode::setRotation(v3f(0, -yaw, 0));
273 void updateName(const char *name);
275 virtual void updateLight(u8 light_at_pos)
280 u8 li = decode_light(light_at_pos);
281 video::SColor color(255,li,li,li);
283 scene::IMesh *mesh = m_node->getMesh();
285 u16 mc = mesh->getMeshBufferCount();
286 for(u16 j=0; j<mc; j++)
288 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
289 video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
290 u16 vc = buf->getVertexCount();
291 for(u16 i=0; i<vc; i++)
293 vertices[i].Color = color;
298 void move(f32 dtime, Map &map, f32 pos_max_d);
301 scene::IMeshSceneNode *m_node;
302 scene::ITextSceneNode* m_text;
303 core::aabbox3d<f32> m_box;
306 f32 m_pos_animation_counter;
307 f32 m_pos_animation_time;
308 f32 m_pos_animation_time_counter;
362 class LocalPlayer : public Player
366 virtual ~LocalPlayer();
373 void move(f32 dtime, Map &map, f32 pos_max_d,
374 core::list<CollisionInfo> *collision_info);
375 void move(f32 dtime, Map &map, f32 pos_max_d);
377 void applyControl(float dtime);
379 PlayerControl control;
382 // This is used for determining the sneaking range
384 // Whether the player is allowed to sneak
385 bool m_sneak_node_exists;