X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fplayer.h;h=93197d374a5ecff3573e2c3d2d115024fcdae503;hb=8852333eb3042580592ade478e5def20f8ed5d4c;hp=a7a2433ce3d52f10f461c7d349f921958d703e46;hpb=9d09103e481c4979ebb0130a9dee6265d0d6223b;p=oweals%2Fminetest.git diff --git a/src/player.h b/src/player.h index a7a2433ce..93197d374 100644 --- a/src/player.h +++ b/src/player.h @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -20,29 +20,89 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef PLAYER_HEADER #define PLAYER_HEADER -#include "common_irrlicht.h" +#include "irrlichttypes_bloated.h" #include "inventory.h" -#include "collision.h" +#include "constants.h" // BS +#include #define PLAYERNAME_SIZE 20 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" +struct PlayerControl +{ + PlayerControl() + { + up = false; + down = false; + left = false; + right = false; + jump = false; + aux1 = false; + sneak = false; + LMB = false; + RMB = 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, + bool a_LMB, + bool a_RMB, + 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; + LMB = a_LMB; + RMB = a_RMB; + pitch = a_pitch; + yaw = a_yaw; + } + bool up; + bool down; + bool left; + bool right; + bool jump; + bool aux1; + bool sneak; + bool LMB; + bool RMB; + float pitch; + float yaw; +}; class Map; +class IGameDef; +struct CollisionInfo; +class PlayerSAO; +struct HudElement; +class Environment; 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, Environment *env, f32 pos_max_d) + {} + virtual void move(f32 dtime, Environment *env, f32 pos_max_d, + std::list *collision_info) + {} v3f getSpeed() { @@ -54,15 +114,33 @@ public: m_speed = speed; } - // Y direction is ignored - void accelerate(v3f target_speed, f32 max_increase); + void accelerateHorizontal(v3f target_speed, f32 max_increase); + void accelerateVertical(v3f target_speed, f32 max_increase); v3f getPosition() { 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; } @@ -87,264 +165,187 @@ public: return m_yaw; } - virtual void updateName(const char *name) + u16 getBreath() { - snprintf(m_name, PLAYERNAME_SIZE, "%s", name); + return m_breath; } - const char * getName() + virtual void setBreath(u16 breath) { - return m_name; + m_breath = breath; } - virtual bool isLocal() const = 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 - 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 swimming_up; - - Inventory inventory; - - bool craftresult_is_preview; - - u16 hp; - - u16 peer_id; - -protected: - char m_name[PLAYERNAME_SIZE]; - f32 m_pitch; - f32 m_yaw; - v3f m_speed; - v3f m_position; - -public: - -}; - -/* - Player on the server -*/ - -class ServerRemotePlayer : public Player -{ -public: - ServerRemotePlayer() + f32 getRadPitch() { + return -1.0 * m_pitch * core::DEGTORAD; } - virtual ~ServerRemotePlayer() + + f32 getRadYaw() { + return (m_yaw + 90.) * core::DEGTORAD; } - virtual bool isLocal() const + void updateName(const char *name) { - return false; + snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } - virtual void move(f32 dtime, Map &map, f32 pos_max_d) + const char * getName() const { + return m_name; } - -private: -}; -#ifndef SERVER + core::aabbox3d getCollisionbox() { + return m_collisionbox; + } -/* - All the other players on the client are these -*/ + u32 getFreeHudID() const { + size_t size = hud.size(); + for (size_t i = 0; i != size; i++) { + if (!hud[i]) + return i; + } + return size; + } -class RemotePlayer : public Player, public scene::ISceneNode -{ -public: - RemotePlayer( - scene::ISceneNode* parent=NULL, - IrrlichtDevice *device=NULL, - s32 id=0); - - virtual ~RemotePlayer(); + virtual bool isLocal() const + { return false; } + virtual PlayerSAO *getPlayerSAO() + { return NULL; } + virtual void setPlayerSAO(PlayerSAO *sao) + { assert(0); } /* - ISceneNode methods + 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, std::string playername); - virtual void OnRegisterSceneNode() + bool checkModified() { - if (IsVisible) - SceneManager->registerNodeForRendering(this); - - ISceneNode::OnRegisterSceneNode(); + if(m_last_hp != hp || m_last_pitch != m_pitch || + m_last_pos != m_position || m_last_yaw != m_yaw || + !(inventory == m_last_inventory)) + { + m_last_hp = hp; + m_last_pitch = m_pitch; + m_last_pos = m_position; + m_last_yaw = m_yaw; + m_last_inventory = inventory; + return true; + } else { + return false; + } } - virtual void render() - { - // Do nothing - } + bool touching_ground; + // This oscillates so that the player jumps a bit above the surface + bool in_liquid; + // This is more stable and defines the maximum speed of the player + bool in_liquid_stable; + // Gets the viscosity of water to calculate friction + u8 liquid_viscosity; + bool is_climbing; + bool swimming_vertical; + bool camera_barely_in_ceiling; - virtual const core::aabbox3d& getBoundingBox() const - { - return m_box; - } + u8 light; - 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); - } - - virtual void setYaw(f32 yaw) - { - Player::setYaw(yaw); - ISceneNode::setRotation(v3f(0, -yaw, 0)); - } + Inventory inventory; - bool isLocal() const - { - return false; - } + f32 movement_acceleration_default; + f32 movement_acceleration_air; + f32 movement_acceleration_fast; + f32 movement_speed_walk; + f32 movement_speed_crouch; + f32 movement_speed_fast; + f32 movement_speed_climb; + f32 movement_speed_jump; + f32 movement_liquid_fluidity; + f32 movement_liquid_fluidity_smooth; + f32 movement_liquid_sink; + f32 movement_gravity; + + float physics_override_speed; + float physics_override_jump; + float physics_override_gravity; + bool physics_override_sneak; + bool physics_override_sneak_glitch; + + v2s32 local_animations[4]; + float local_animation_speed; - void updateName(const char *name); + u16 hp; - virtual void updateLight(u8 light_at_pos) - { - if(m_node == NULL) - return; + float hurt_tilt_timer; + float hurt_tilt_strength; - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); + u16 peer_id; - scene::IMesh *mesh = m_node->getMesh(); - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; i m_box; - - v3f m_oldpos; - f32 m_pos_animation_counter; - f32 m_pos_animation_time; - f32 m_pos_animation_time_counter; - v3f m_showpos; -}; + HudElement* getHud(u32 id); + u32 addHud(HudElement* hud); + HudElement* removeHud(u32 id); + void clearHud(); + u32 maxHudId() { + return hud.size(); + } -#endif // !SERVER + u32 hud_flags; + s32 hud_hotbar_itemcount; +protected: + IGameDef *m_gamedef; -#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; + char m_name[PLAYERNAME_SIZE]; + u16 m_breath; + f32 m_pitch; + f32 m_yaw; + v3f m_speed; + v3f m_position; + core::aabbox3d m_collisionbox; + + f32 m_last_pitch; + f32 m_last_yaw; + v3f m_last_pos; + u16 m_last_hp; + Inventory m_last_inventory; + + std::vector hud; }; -class LocalPlayer : public Player + +/* + Player on the server +*/ +class RemotePlayer : public Player { public: - LocalPlayer(); - virtual ~LocalPlayer(); - - bool isLocal() const - { - return true; - } + RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {} + virtual ~RemotePlayer() {} - void move(f32 dtime, Map &map, f32 pos_max_d, - core::list *collision_info); - void move(f32 dtime, Map &map, f32 pos_max_d); + void save(std::string savedir); - void applyControl(float dtime); + PlayerSAO *getPlayerSAO() + { return m_sao; } + void setPlayerSAO(PlayerSAO *sao) + { m_sao = sao; } + void setPosition(const v3f &position); - 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; + PlayerSAO *m_sao; }; -#endif // !SERVER #endif