Merge pull request #46 from garrosh/master
[oweals/minetest.git] / src / player.h
index e6dfb81991450569753ae626942243dac677e388..d62fb611116bfddae84bd69736d68fd0833bceeb 100644 (file)
@@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "common_irrlicht.h"
 #include "inventory.h"
-#include "collision.h"
 
 #define PLAYERNAME_SIZE 20
 
@@ -30,13 +29,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 class Map;
+class IGameDef;
+struct CollisionInfo;
 
 class Player
 {
 public:
 
-
-       Player();
+       Player(IGameDef *gamedef);
        virtual ~Player();
 
        void resetInventory();
@@ -62,10 +62,7 @@ public:
                return m_position;
        }
 
-       v3s16 getLightPosition() const
-       {
-               return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
-       }
+       v3s16 getLightPosition() const;
 
        v3f getEyeOffset()
        {
@@ -105,21 +102,22 @@ 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;
        }
 
-       virtual void wieldItem(u16 item);
-       virtual const InventoryItem *getWieldItem() const
+       f32 getRadYaw()
        {
-               const InventoryList *list = inventory.getList("main");
-               if (list)
-                       return list->getItem(m_selected_item);
-               return NULL;
+               return (m_yaw + 90.) * core::DEGTORAD;
        }
 
-       const char * getName()
+       virtual void updateName(const char *name)
+       {
+               snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+       }
+
+       const char * getName() const
        {
                return m_name;
        }
@@ -157,15 +155,14 @@ public:
        // Actual inventory is backed up here when creative mode is used
        Inventory *inventory_backup;
 
-       bool craftresult_is_preview;
-
        u16 hp;
 
        u16 peer_id;
 
 protected:
+       IGameDef *m_gamedef;
+
        char m_name[PLAYERNAME_SIZE];
-       u16 m_selected_item;
        f32 m_pitch;
        f32 m_yaw;
        v3f m_speed;
@@ -175,158 +172,6 @@ public:
 
 };
 
-/*
-       Player on the server
-*/
-
-#include "serverobject.h"
-#include "content_object.h" // Object type IDs
-
-class ServerRemotePlayer : public Player, public ServerActiveObject
-{
-public:
-       ServerRemotePlayer():
-               ServerActiveObject(NULL, v3f(0,0,0))
-       {
-       }
-       ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
-                       const char *name_):
-               ServerActiveObject(env, pos_)
-       {
-               setPosition(pos_);
-               peer_id = peer_id_;
-               updateName(name_);
-       }
-       virtual ~ServerRemotePlayer()
-       {
-       }
-
-       virtual bool isLocal() const
-       {
-               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:
-};
-
-#ifndef SERVER
-
-/*
-       All the other players on the client are these
-*/
-
-class RemotePlayer : public Player, public scene::ISceneNode
-{
-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(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);
-       }
-
-       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)
-       {
-               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
 {
@@ -378,7 +223,7 @@ struct PlayerControl
 class LocalPlayer : public Player
 {
 public:
-       LocalPlayer();
+       LocalPlayer(IGameDef *gamedef);
        virtual ~LocalPlayer();
 
        bool isLocal() const