added sneaking/crouching and changelog
[oweals/minetest.git] / src / player.h
index 82ed92649d767baf763c754a0f7c7f8369d891a4..27ce1f5aafdc909116a61b9523e65e44e03f3012 100644 (file)
@@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define PLAYERNAME_SIZE 20
 
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+
 class Map;
 
 class Player
@@ -37,7 +39,10 @@ public:
        Player();
        virtual ~Player();
 
-       void move(f32 dtime, Map &map);
+       void resetInventory();
+
+       //void move(f32 dtime, Map &map);
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
 
        v3f getSpeed()
        {
@@ -94,7 +99,26 @@ public:
 
        virtual bool isLocal() const = 0;
 
+       virtual void updateLight(u8 light_at_pos) {};
+       
+       // NOTE: Use peer_id == 0 for disconnected
+       /*virtual bool isClientConnected() { return false; }
+       virtual void setClientConnected(bool) {}*/
+       
+       /*
+               serialize() writes a bunch of text that can contain
+               any characters except a '\0', and such an ending that
+               deSerialize stops reading exactly at the right point.
+       */
+       void serialize(std::ostream &os);
+       void deSerialize(std::istream &is);
+
        bool touching_ground;
+       // This oscillates so that the player jumps a bit above the surface
+       bool in_water;
+       // This is more stable and defines the maximum speed of the player
+       bool in_water_stable;
+       bool swimming_up;
        
        Inventory inventory;
 
@@ -108,6 +132,30 @@ protected:
        v3f m_position;
 };
 
+class ServerRemotePlayer : public Player
+{
+public:
+       ServerRemotePlayer()
+       {
+       }
+       virtual ~ServerRemotePlayer()
+       {
+       }
+
+       virtual bool isLocal() const
+       {
+               return false;
+       }
+
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+       {
+       }
+
+private:
+};
+
+#ifndef SERVER
+
 class RemotePlayer : public Player, public scene::ISceneNode
 {
 public:
@@ -142,8 +190,18 @@ public:
 
        void setPosition(v3f position)
        {
+               m_oldpos = m_showpos;
+               
+               if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
+                       m_pos_animation_time = m_pos_animation_time_counter;
+               else
+                       m_pos_animation_time = m_pos_animation_time * 0.9
+                                       + m_pos_animation_time_counter * 0.1;
+               m_pos_animation_time_counter = 0;
+               m_pos_animation_counter = 0;
+               
                Player::setPosition(position);
-               ISceneNode::setPosition(position);
+               //ISceneNode::setPosition(position);
        }
 
        virtual void setYaw(f32 yaw)
@@ -159,11 +217,46 @@ public:
 
        void updateName(const char *name);
 
+       virtual void updateLight(u8 light_at_pos)
+       {
+               if(m_node == NULL)
+                       return;
+
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+
+               scene::IMesh *mesh = m_node->getMesh();
+               
+               u16 mc = mesh->getMeshBufferCount();
+               for(u16 j=0; j<mc; j++)
+               {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       u16 vc = buf->getVertexCount();
+                       for(u16 i=0; i<vc; i++)
+                       {
+                               vertices[i].Color = color;
+                       }
+               }
+       }
+       
+       void move(f32 dtime, Map &map, f32 pos_max_d);
+
 private:
+       scene::IMeshSceneNode *m_node;
        scene::ITextSceneNode* m_text;
        core::aabbox3d<f32> m_box;
+
+       v3f m_oldpos;
+       f32 m_pos_animation_counter;
+       f32 m_pos_animation_time;
+       f32 m_pos_animation_time_counter;
+       v3f m_showpos;
 };
 
+#endif // !SERVER
+
+#ifndef SERVER
 struct PlayerControl
 {
        PlayerControl()
@@ -173,7 +266,8 @@ struct PlayerControl
                left = false;
                right = false;
                jump = false;
-               superspeed = false;
+               aux1 = false;
+               sneak = false;
                pitch = 0;
                yaw = 0;
        }
@@ -183,7 +277,8 @@ struct PlayerControl
                bool a_left,
                bool a_right,
                bool a_jump,
-               bool a_superspeed,
+               bool a_aux1,
+               bool a_sneak,
                float a_pitch,
                float a_yaw
        )
@@ -193,7 +288,8 @@ struct PlayerControl
                left = a_left;
                right = a_right;
                jump = a_jump;
-               superspeed = a_superspeed;
+               aux1 = a_aux1;
+               sneak = a_sneak;
                pitch = a_pitch;
                yaw = a_yaw;
        }
@@ -202,7 +298,8 @@ struct PlayerControl
        bool left;
        bool right;
        bool jump;
-       bool superspeed;
+       bool aux1;
+       bool sneak;
        float pitch;
        float yaw;
 };
@@ -218,12 +315,17 @@ public:
                return true;
        }
 
+       void move(f32 dtime, Map &map, f32 pos_max_d);
+
        void applyControl(float dtime);
        
        PlayerControl control;
 
 private:
+       // This is used for determining the sneaking range
+       v3s16 m_last_walked_node;
 };
+#endif // !SERVER
 
 #endif