utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / player.h
index 82ed92649d767baf763c754a0f7c7f8369d891a4..a352c1bd94790bfe8d38cf388f119443990ca69c 100644 (file)
@@ -1,6 +1,6 @@
 /*
 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
@@ -17,27 +17,32 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 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-_"
+
+
 class Map;
 
 class Player
 {
 public:
+
+
        Player();
        virtual ~Player();
 
-       void move(f32 dtime, Map &map);
+       void resetInventory();
+
+       //void move(f32 dtime, Map &map);
+       virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
 
        v3f getSpeed()
        {
@@ -57,7 +62,25 @@ public:
                return m_position;
        }
 
-       virtual void setPosition(v3f position)
+       v3s16 getLightPosition() const
+       {
+               return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+       }
+
+       v3f getEyeOffset()
+       {
+               // 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()
+       {
+               return m_position + getEyeOffset();
+       }
+
+       virtual void setPosition(const v3f &position)
        {
                m_position = position;
        }
@@ -87,6 +110,15 @@ public:
                snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
        }
 
+       virtual void wieldItem(u16 item);
+       virtual const InventoryItem *getWieldItem() const
+       {
+               const InventoryList *list = inventory.getList("main");
+               if (list)
+                       return list->getItem(m_selected_item);
+               return NULL;
+       }
+
        const char * getName()
        {
                return m_name;
@@ -94,20 +126,87 @@ public:
 
        virtual bool isLocal() const = 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
+               deSerialize stops reading exactly at the right point.
+       */
+       void serialize(std::ostream &os);
+       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;
        
+       u8 light;
+
        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;
 
 protected:
        char m_name[PLAYERNAME_SIZE];
+       u16 m_selected_item;
        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
 {
 public:
@@ -140,10 +239,20 @@ public:
                return m_box;
        }
 
-       void setPosition(v3f position)
+       void setPosition(const 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);
+               //ISceneNode::setPosition(position);
        }
 
        virtual void setYaw(f32 yaw)
@@ -159,11 +268,35 @@ public:
 
        void updateName(const char *name);
 
+       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);
+               setMeshVerticesColor(m_node->getMesh(), 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()
@@ -173,7 +306,8 @@ struct PlayerControl
                left = false;
                right = false;
                jump = false;
-               superspeed = false;
+               aux1 = false;
+               sneak = false;
                pitch = 0;
                yaw = 0;
        }
@@ -183,7 +317,8 @@ struct PlayerControl
                bool a_left,
                bool a_right,
                bool a_jump,
-               bool a_superspeed,
+               bool a_aux1,
+               bool a_sneak,
                float a_pitch,
                float a_yaw
        )
@@ -193,7 +328,8 @@ struct PlayerControl
                left = a_left;
                right = a_right;
                jump = a_jump;
-               superspeed = a_superspeed;
+               aux1 = a_aux1;
+               sneak = a_sneak;
                pitch = a_pitch;
                yaw = a_yaw;
        }
@@ -202,7 +338,8 @@ struct PlayerControl
        bool left;
        bool right;
        bool jump;
-       bool superspeed;
+       bool aux1;
+       bool sneak;
        float pitch;
        float yaw;
 };
@@ -217,13 +354,22 @@ public:
        {
                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;
 
 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
 
 #endif