WIP node metadata, node timers
[oweals/minetest.git] / src / player.h
index 43f6ee5ec162f678c59bb3ea58a882d27033f4ff..6108af3db8786cae8638e434a259d19ee8468032 100644 (file)
@@ -20,29 +20,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef PLAYER_HEADER
 #define PLAYER_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
 #include "inventory.h"
 
 #define PLAYERNAME_SIZE 20
 
 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
 
-
 class Map;
 class IGameDef;
-class CollisionInfo;
+struct CollisionInfo;
+class PlayerSAO;
 
 class Player
 {
 public:
 
        Player(IGameDef *gamedef);
-       virtual ~Player();
-
-       void resetInventory();
+       virtual ~Player() = 0;
 
-       //void move(f32 dtime, Map &map);
-       virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+       {}
 
        v3f getSpeed()
        {
@@ -67,9 +65,12 @@ public:
        v3f getEyeOffset()
        {
                // This is at the height of the eyes of the current figure
-               // return v3f(0, BS+BS/2, 0);
+               // return v3f(0, BS*1.5, 0);
                // This is more like in minecraft
-               return v3f(0,BS+(5*BS)/8,0);
+               if(camera_barely_in_ceiling)
+                       return v3f(0,BS*1.5,0);
+               else
+                       return v3f(0,BS*1.625,0);
        }
 
        v3f getEyePosition()
@@ -112,7 +113,7 @@ public:
                return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       virtual void updateName(const char *name)
+       void updateName(const char *name)
        {
                snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
        }
@@ -122,17 +123,13 @@ public:
                return m_name;
        }
 
-       virtual bool isLocal() const = 0;
+       virtual bool isLocal() const
+       { return false; }
+       virtual PlayerSAO *getPlayerSAO()
+       { return NULL; }
+       virtual void setPlayerSAO(PlayerSAO *sao)
+       { assert(0); }
 
-       virtual void updateLight(u8 light_at_pos)
-       {
-               light = 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
@@ -148,14 +145,12 @@ public:
        bool in_water_stable;
        bool is_climbing;
        bool swimming_up;
+       bool camera_barely_in_ceiling;
        
        u8 light;
 
+       // In creative mode, this is the invisible backup inventory
        Inventory inventory;
-       // Actual inventory is backed up here when creative mode is used
-       Inventory *inventory_backup;
-
-       bool craftresult_is_preview;
 
        u16 hp;
 
@@ -169,85 +164,26 @@ protected:
        f32 m_yaw;
        v3f m_speed;
        v3f m_position;
-
-public:
-
-};
-
-#ifndef SERVER
-struct PlayerControl
-{
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               aux1 = false;
-               sneak = false;
-               pitch = 0;
-               yaw = 0;
-       }
-       PlayerControl(
-               bool a_up,
-               bool a_down,
-               bool a_left,
-               bool a_right,
-               bool a_jump,
-               bool a_aux1,
-               bool a_sneak,
-               float a_pitch,
-               float a_yaw
-       )
-       {
-               up = a_up;
-               down = a_down;
-               left = a_left;
-               right = a_right;
-               jump = a_jump;
-               aux1 = a_aux1;
-               sneak = a_sneak;
-               pitch = a_pitch;
-               yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool aux1;
-       bool sneak;
-       float pitch;
-       float yaw;
 };
 
-class LocalPlayer : public Player
+/*
+       Player on the server
+*/
+class RemotePlayer : public Player
 {
 public:
-       LocalPlayer(IGameDef *gamedef);
-       virtual ~LocalPlayer();
-
-       bool isLocal() const
-       {
-               return true;
-       }
-       
-       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);
+       RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+       virtual ~RemotePlayer() {}
 
-       void applyControl(float dtime);
-       
-       PlayerControl control;
+       PlayerSAO *getPlayerSAO()
+       { return m_sao; }
+       void setPlayerSAO(PlayerSAO *sao)
+       { m_sao = sao; }
+       void setPosition(const v3f &position);
 
 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;
+       PlayerSAO *m_sao;
 };
-#endif // !SERVER
 
 #endif