Falling sand and gravel
[oweals/minetest.git] / src / player.h
index 0f2c400114c45508f92269ee2830fc22a520d9ad..56bb5083cce17adb84ed678e0b167689f6689d80 100644 (file)
@@ -30,13 +30,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 class Map;
+class IGameDef;
 
 class Player
 {
 public:
 
-
-       Player();
+       Player(IGameDef *gamedef);
        virtual ~Player();
 
        void resetInventory();
@@ -62,17 +62,19 @@ public:
                return m_position;
        }
 
-       v3s16 getLightPosition() const
+       v3s16 getLightPosition() const;
+
+       v3f getEyeOffset()
        {
-               return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+               // This is at the height of the eyes of the current figure
+               // return v3f(0, BS+BS/2, 0);
+               // This is more like in minecraft
+               return v3f(0,BS+(5*BS)/8,0);
        }
 
        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);
+               return m_position + getEyeOffset();
        }
 
        virtual void setPosition(const v3f &position)
@@ -121,7 +123,10 @@ public:
 
        virtual bool isLocal() const = 0;
 
-       virtual void updateLight(u8 light_at_pos) {};
+       virtual void updateLight(u8 light_at_pos)
+       {
+               light = light_at_pos;
+       }
        
        // NOTE: Use peer_id == 0 for disconnected
        /*virtual bool isClientConnected() { return false; }
@@ -142,8 +147,9 @@ public:
        bool in_water_stable;
        bool is_climbing;
        bool swimming_up;
-       bool is_frozen;
        
+       u8 light;
+
        Inventory inventory;
        // Actual inventory is backed up here when creative mode is used
        Inventory *inventory_backup;
@@ -155,6 +161,8 @@ public:
        u16 peer_id;
 
 protected:
+       IGameDef *m_gamedef;
+
        char m_name[PLAYERNAME_SIZE];
        u16 m_selected_item;
        f32 m_pitch;
@@ -170,25 +178,45 @@ public:
        Player on the server
 */
 
-class ServerRemotePlayer : public Player
+#include "serverobject.h"
+#include "content_object.h" // Object type IDs
+
+class ServerRemotePlayer : public Player, public ServerActiveObject
 {
 public:
-       ServerRemotePlayer()
-       {
-       }
+       ServerRemotePlayer(ServerEnvironment *env);
+       ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
+                       const char *name_);
+
        virtual ~ServerRemotePlayer()
-       {
-       }
+       {}
 
        virtual bool isLocal() const
-       {
-               return false;
-       }
+       { return false; }
 
        virtual void move(f32 dtime, Map &map, f32 pos_max_d)
        {
        }
        
+       virtual void setPosition(const v3f &position)
+       {
+               Player::setPosition(position);
+               ServerActiveObject::setBasePosition(position);
+       }
+       
+       /* ServerActiveObject interface */
+
+       u8 getType() const
+               {return ACTIVEOBJECT_TYPE_PLAYER;}
+       virtual std::string getDescription(){return getName();}
+       // Returns a reference
+       virtual InventoryItem* getWieldedItem();
+       virtual void damageWieldedItem(u16 amount);
+       // If all fits, eats item and returns true. Otherwise returns false.
+       virtual bool addToInventory(InventoryItem *item);
+       virtual void setHP(s16 hp_);
+       virtual s16 getHP();
+
 private:
 };
 
@@ -202,6 +230,7 @@ class RemotePlayer : public Player, public scene::ISceneNode
 {
 public:
        RemotePlayer(
+               IGameDef *gamedef,
                scene::ISceneNode* parent=NULL,
                IrrlichtDevice *device=NULL,
                s32 id=0);
@@ -261,25 +290,14 @@ public:
 
        virtual void updateLight(u8 light_at_pos)
        {
+               Player::updateLight(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;
-                       }
-               }
+               setMeshVerticesColor(m_node->getMesh(), color);
        }
        
        void move(f32 dtime, Map &map, f32 pos_max_d);
@@ -349,7 +367,7 @@ struct PlayerControl
 class LocalPlayer : public Player
 {
 public:
-       LocalPlayer();
+       LocalPlayer(IGameDef *gamedef);
        virtual ~LocalPlayer();
 
        bool isLocal() const
@@ -357,8 +375,6 @@ public:
                return true;
        }
        
-       void wieldItem(u16 item);
-
        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);
@@ -367,8 +383,6 @@ public:
        
        PlayerControl control;
 
-       scene::ISceneNode *wield;
-
 private:
        // This is used for determining the sneaking range
        v3s16 m_sneak_node;