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mirror of https://github.com/moparisthebest/minetest synced 2024-11-07 01:45:08 -05:00
minetest/src/player.h
Giuseppe Bilotta 64af6d3afe Fix some warnings on some compilers
ItemStack is a struct, not a class
CollisionInfo is a struct, not a class
InventoryAction is abstract and it needs a virtual destructor
2012-02-02 15:54:20 +02:00

252 lines
4.4 KiB
C++

/*
Minetest-c55
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
the Free Software Foundation; either version 2 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.
You should have received a copy of the GNU 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.
*/
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "common_irrlicht.h"
#include "inventory.h"
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
class Map;
class IGameDef;
struct CollisionInfo;
class Player
{
public:
Player(IGameDef *gamedef);
virtual ~Player();
void resetInventory();
//void move(f32 dtime, Map &map);
virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
v3f getSpeed()
{
return m_speed;
}
void setSpeed(v3f speed)
{
m_speed = speed;
}
// Y direction is ignored
void accelerate(v3f target_speed, f32 max_increase);
v3f getPosition()
{
return m_position;
}
v3s16 getLightPosition() const;
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;
}
void setPitch(f32 pitch)
{
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
m_yaw = yaw;
}
f32 getPitch()
{
return m_pitch;
}
f32 getYaw()
{
return m_yaw;
}
f32 getRadPitch()
{
return -1.0 * m_pitch * core::DEGTORAD;
}
f32 getRadYaw()
{
return (m_yaw + 90.) * core::DEGTORAD;
}
virtual void updateName(const char *name)
{
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
const char * getName() const
{
return m_name;
}
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;
u16 hp;
u16 peer_id;
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
f32 m_pitch;
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
{
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);
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