WIP node metadata, node timers
[oweals/minetest.git] / src / player.h
index 925252e49d6a48f361ff01c44179587f5d78270e..6108af3db8786cae8638e434a259d19ee8468032 100644 (file)
@@ -20,55 +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"
-#include "collision.h"
 
 #define PLAYERNAME_SIZE 20
-#define PASSWORD_SIZE 28       // Maximum password length. Allows for
-                               // base64-encoded SHA-1.
-
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
-
-// Player privileges. These form a bitmask stored in the privs field
-// of the player, and define things they're allowed to do. See also
-// the static methods Player::privsToString and stringToPrivs that
-// convert these to human-readable form.
-const u64 PRIV_BUILD = 1;      // Can build - i.e. modify the world
-                               //  (not enforced yet)
-const u64 PRIV_TELEPORT = 2;   // Can teleport
-const u64 PRIV_SETTIME = 4;    // Can set the time
-const u64 PRIV_PRIVS = 8;      // Can grant and revoke privileges
-const u64 PRIV_SERVER = 16;    // Can manage the server (e.g. shutodwn ,settings)
-
-const u64 PRIV_DEFAULT = PRIV_BUILD;
-const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
-const u64 PRIV_INVALID = 0x8000000000000000ULL;
-
-// Convert a privileges value into a human-readable string,
-// with each component separated by a comma.
-std::wstring privsToString(u64 privs);
-
-// Converts a comma-seperated list of privilege values into a
-// privileges value. The reverse of privsToString(). Returns
-// PRIV_INVALID if there is anything wrong with the input.
-u64 stringToPrivs(std::wstring str);
 
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
 
 class Map;
+class IGameDef;
+struct CollisionInfo;
+class PlayerSAO;
 
 class Player
 {
 public:
 
+       Player(IGameDef *gamedef);
+       virtual ~Player() = 0;
 
-       Player();
-       virtual ~Player();
-
-       void resetInventory();
-
-       //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()
        {
@@ -88,7 +60,25 @@ public:
                return m_position;
        }
 
-       virtual void setPosition(v3f position)
+       v3s16 getLightPosition() const;
+
+       v3f getEyeOffset()
+       {
+               // This is at the height of the eyes of the current figure
+               // return v3f(0, BS*1.5, 0);
+               // This is more like in minecraft
+               if(camera_barely_in_ceiling)
+                       return v3f(0,BS*1.5,0);
+               else
+                       return v3f(0,BS*1.625,0);
+       }
+
+       v3f getEyePosition()
+       {
+               return m_position + getEyeOffset();
+       }
+
+       virtual void setPosition(const v3f &position)
        {
                m_position = position;
        }
@@ -113,34 +103,33 @@ public:
                return m_yaw;
        }
 
-       virtual void updateName(const char *name)
+       f32 getRadPitch()
        {
-               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+               return -1.0 * m_pitch * core::DEGTORAD;
        }
 
-       const char * getName()
+       f32 getRadYaw()
        {
-               return m_name;
+               return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       virtual void updatePassword(const char *password)
+       void updateName(const char *name)
        {
-               snprintf(m_password, PASSWORD_SIZE, "%s", password);
+               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
        }
 
-       const char * getPassword()
+       const char * getName() const
        {
-               return m_password;
+               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) {};
-       
-       // 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
@@ -154,237 +143,47 @@ public:
        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;
+       bool camera_barely_in_ceiling;
        
-       Inventory inventory;
+       u8 light;
 
-       bool craftresult_is_preview;
+       // In creative mode, this is the invisible backup inventory
+       Inventory inventory;
 
        u16 hp;
 
-       // Player's privileges - a bitmaps of PRIV_xxxx.
-       u64 privs;
-
        u16 peer_id;
 
 protected:
+       IGameDef *m_gamedef;
+
        char m_name[PLAYERNAME_SIZE];
-       char m_password[PASSWORD_SIZE];
        f32 m_pitch;
        f32 m_yaw;
        v3f m_speed;
        v3f m_position;
-
-public:
-
 };
 
 /*
        Player on the server
 */
-
-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
-
-/*
-       All the other players on the client are these
-*/
-
-class RemotePlayer : public Player, public scene::ISceneNode
+class RemotePlayer : public Player
 {
 public:
-       RemotePlayer(
-               scene::ISceneNode* parent=NULL,
-               IrrlichtDevice *device=NULL,
-               s32 id=0);
-       
-       virtual ~RemotePlayer();
-
-       /*
-               ISceneNode methods
-       */
-
-       virtual void OnRegisterSceneNode()
-       {
-               if (IsVisible)
-                       SceneManager->registerNodeForRendering(this);
-
-               ISceneNode::OnRegisterSceneNode();
-       }
-
-       virtual void render()
-       {
-               // Do nothing
-       }
-       
-       virtual const core::aabbox3d<f32>& getBoundingBox() const
-       {
-               return m_box;
-       }
-
-       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);
-       }
+       RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+       virtual ~RemotePlayer() {}
 
-       virtual void setYaw(f32 yaw)
-       {
-               Player::setYaw(yaw);
-               ISceneNode::setRotation(v3f(0, -yaw, 0));
-       }
-
-       bool isLocal() const
-       {
-               return false;
-       }
-
-       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()
-       {
-               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
-{
-public:
-       LocalPlayer();
-       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);
-
-       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