/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
+#include <list>
#define PLAYERNAME_SIZE 20
class IGameDef;
struct CollisionInfo;
class PlayerSAO;
+struct HudElement;
+class Environment;
class Player
{
public:
- Player(IGameDef *gamedef);
+ Player(IGameDef *gamedef, const char *name);
virtual ~Player() = 0;
- virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+ virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
+ {}
+ virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::list<CollisionInfo> *collision_info)
{}
v3f getSpeed()
m_speed = speed;
}
- // Y direction is ignored
- void accelerate(v3f target_speed, f32 max_increase);
+ void accelerateHorizontal(v3f target_speed, f32 max_increase);
+ void accelerateVertical(v3f target_speed, f32 max_increase);
v3f getPosition()
{
virtual void setPosition(const v3f &position)
{
+ if (position != m_position)
+ m_dirty = true;
m_position = position;
}
void setPitch(f32 pitch)
{
+ if (pitch != m_pitch)
+ m_dirty = true;
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
+ if (yaw != m_yaw)
+ m_dirty = true;
m_yaw = yaw;
}
return m_yaw;
}
+ u16 getBreath()
+ {
+ return m_breath;
+ }
+
+ virtual void setBreath(u16 breath)
+ {
+ if (breath != m_breath)
+ m_dirty = true;
+ m_breath = breath;
+ }
+
f32 getRadPitch()
{
return -1.0 * m_pitch * core::DEGTORAD;
return (m_yaw + 90.) * core::DEGTORAD;
}
- void updateName(const char *name)
- {
- snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
- }
-
const char * getName() const
{
return m_name;
}
+ core::aabbox3d<f32> getCollisionbox() {
+ return m_collisionbox;
+ }
+
+ u32 getFreeHudID() const {
+ size_t size = hud.size();
+ for (size_t i = 0; i != size; i++) {
+ if (!hud[i])
+ return i;
+ }
+ return size;
+ }
+
virtual bool isLocal() const
{ return false; }
virtual PlayerSAO *getPlayerSAO()
deSerialize stops reading exactly at the right point.
*/
void serialize(std::ostream &os);
- void deSerialize(std::istream &is);
+ void deSerialize(std::istream &is, std::string playername);
+
+ bool checkModified() const
+ {
+ return m_dirty || inventory.checkModified();
+ }
+
+ void setModified(const bool x)
+ {
+ m_dirty = x;
+ if (x == false)
+ inventory.setModified(x);
+ }
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
- bool in_water;
+ bool in_liquid;
// This is more stable and defines the maximum speed of the player
- bool in_water_stable;
+ bool in_liquid_stable;
+ // Gets the viscosity of water to calculate friction
+ u8 liquid_viscosity;
bool is_climbing;
- bool swimming_up;
+ bool swimming_vertical;
bool camera_barely_in_ceiling;
- u8 light;
-
Inventory inventory;
+ f32 movement_acceleration_default;
+ f32 movement_acceleration_air;
+ f32 movement_acceleration_fast;
+ f32 movement_speed_walk;
+ f32 movement_speed_crouch;
+ f32 movement_speed_fast;
+ f32 movement_speed_climb;
+ f32 movement_speed_jump;
+ f32 movement_liquid_fluidity;
+ f32 movement_liquid_fluidity_smooth;
+ f32 movement_liquid_sink;
+ f32 movement_gravity;
+
+ float physics_override_speed;
+ float physics_override_jump;
+ float physics_override_gravity;
+ bool physics_override_sneak;
+ bool physics_override_sneak_glitch;
+
+ v2s32 local_animations[4];
+ float local_animation_speed;
+
u16 hp;
+ float hurt_tilt_timer;
+ float hurt_tilt_strength;
+
u16 peer_id;
-
+
std::string inventory_formspec;
PlayerControl control;
}
u32 keyPressed;
+
+
+ HudElement* getHud(u32 id);
+ u32 addHud(HudElement* hud);
+ HudElement* removeHud(u32 id);
+ void clearHud();
+ u32 maxHudId() {
+ return hud.size();
+ }
+ u32 hud_flags;
+ s32 hud_hotbar_itemcount;
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
+ u16 m_breath;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
+ core::aabbox3d<f32> m_collisionbox;
+
+ bool m_dirty;
+
+ std::vector<HudElement *> hud;
};
+
/*
Player on the server
*/
class RemotePlayer : public Player
{
public:
- RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+ RemotePlayer(IGameDef *gamedef, const char *name):
+ Player(gamedef, name),
+ m_sao(NULL)
+ {}
virtual ~RemotePlayer() {}
+ void save(std::string savedir);
+
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)