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minetest/src/player.h
MirceaKitsune 3d1c481f0b RealBadAngel's patch which allows the lua api to read pressed player keys. This should make it possible to change the player's animation based on what he is doing
Correct lua api version number

Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe.

Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
2012-11-25 19:14:24 +02:00

255 lines
4.3 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 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 Lesser General Public License for more details.
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.
*/
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
#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;
class Player
{
public:
Player(IGameDef *gamedef);
virtual ~Player() = 0;
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{}
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*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;
}
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;
}
void updateName(const char *name)
{
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
const char * getName() const
{
return m_name;
}
virtual bool isLocal() const
{ return false; }
virtual PlayerSAO *getPlayerSAO()
{ return NULL; }
virtual void setPlayerSAO(PlayerSAO *sao)
{ assert(0); }
/*
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;
bool camera_barely_in_ceiling;
u8 light;
Inventory inventory;
u16 hp;
u16 peer_id;
std::string inventory_formspec;
PlayerControl control;
PlayerControl getPlayerControl()
{
return control;
}
u32 keyPressed;
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_position;
};
/*
Player on the server
*/
class RemotePlayer : public Player
{
public:
RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
virtual ~RemotePlayer() {}
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
private:
PlayerSAO *m_sao;
};
#endif