/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 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 General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "common_irrlicht.h"
#include "inventory.h"
+#include "collision.h"
#define PLAYERNAME_SIZE 20
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
+
class Map;
class Player
{
public:
+
+
Player();
virtual ~Player();
void resetInventory();
//void move(f32 dtime, Map &map);
- virtual void move(f32 dtime, Map &map) = 0;
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
v3f getSpeed()
{
return m_position;
}
- virtual void setPosition(v3f position)
+ v3s16 getLightPosition() const
+ {
+ return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+ }
+
+ v3f getEyePosition()
+ {
+ // This is at the height of the eyes of the current figure
+ // return m_position + v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ return m_position + v3f(0,BS+(5*BS)/8,0);
+ }
+
+ virtual void setPosition(const v3f &position)
{
m_position = position;
}
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 is_climbing;
bool swimming_up;
Inventory inventory;
+ // Actual inventory is backed up here when creative mode is used
+ Inventory *inventory_backup;
+
+ bool craftresult_is_preview;
+
+ u16 hp;
u16 peer_id;
f32 m_yaw;
v3f m_speed;
v3f m_position;
+
+public:
+
};
+/*
+ Player on the server
+*/
+
class ServerRemotePlayer : public Player
{
public:
return false;
}
- virtual void move(f32 dtime, Map &map)
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{
}
-
+
private:
};
#ifndef SERVER
+/*
+ All the other players on the client are these
+*/
+
class RemotePlayer : public Player, public scene::ISceneNode
{
public:
return m_box;
}
- void setPosition(v3f position)
+ void setPosition(const v3f &position)
{
m_oldpos = m_showpos;
}
}
- void move(f32 dtime, Map &map);
+ void move(f32 dtime, Map &map, f32 pos_max_d);
private:
scene::IMeshSceneNode *m_node;
right = false;
jump = false;
aux1 = false;
+ sneak = false;
pitch = 0;
yaw = 0;
}
bool a_right,
bool a_jump,
bool a_aux1,
+ bool a_sneak,
float a_pitch,
float a_yaw
)
right = a_right;
jump = a_jump;
aux1 = a_aux1;
+ sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool right;
bool jump;
bool aux1;
+ bool sneak;
float pitch;
float yaw;
};
return true;
}
- void move(f32 dtime, Map &map);
+ void move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info);
+ 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_sneak_node;
+ // Whether the player is allowed to sneak
+ bool m_sneak_node_exists;
};
#endif // !SERVER