687 lines
13 KiB
C++
687 lines
13 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* player.h
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2013-2014 <lisa@ltmnet.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#ifndef PLAYER_HEADER
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#define PLAYER_HEADER
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#include "common_irrlicht.h"
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#ifndef SERVER
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#include <IAnimatedMesh.h>
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#endif
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#include "inventory.h"
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#include "collision.h"
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#define PLAYERNAME_SIZE 20
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#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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#define PLAYER_DEFAULT_CHARDEF "M:10:10:fair:blue:brown:medium:human:green:blue:leather"
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#define PLAYERANIM_STAND 0
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#define PLAYERANIM_WALK 1
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#define PLAYERANIM_DIG 2
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#define PLAYERANIM_WALKDIG 3
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#define PLAYERANIM_DIE 4
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#define PLAYERANIM_SIT 5
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/*
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Animation Indices
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Stand 0-79
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Sit 80-161
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Die 162-167
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Walk 168-187
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Dig 189-198
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Dig/Walk 200-219
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*/
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#define PLAYERFLAG_HOME -1
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#define PLAYERFLAG_WHITE 0
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#define PLAYERFLAG_BLUE 1
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#define PLAYERFLAG_GREEN 2
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#define PLAYERFLAG_ORANGE 3
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#define PLAYERFLAG_PURPLE 4
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#define PLAYERFLAG_RED 5
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#define PLAYERFLAG_YELLOW 6
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#define PLAYERFLAG_BLACK 7
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#define PLAYERFLAG_COUNT 8
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#define PLAYERFLAG_JUMP PLAYERFLAG_COUNT
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#define PLAYER_FEET 0x01
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#define PLAYER_LLEG 0x02
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#define PLAYER_RLEG 0x04
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#define PLAYER_TORSO 0x08
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#define PLAYER_HANDS 0x10
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#define PLAYER_LARM 0x20
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#define PLAYER_RARM 0x40
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#define PLAYER_HEAD 0x80
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#define PLAYER_ALL 0xFF
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#define DAMAGE_NONE 0x00
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#define DAMAGE_UNKNOWN 0x01
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#define DAMAGE_FALL 0x02
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#define DAMAGE_EXPOSURE 0x03
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#define DAMAGE_COLD 0x04
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#define DAMAGE_ATTACK 0x05
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#define DAMAGE_SPACE 0x06
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#define DAMAGE_HUNGER 0x07
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#define DAMAGE_AIR 0x08
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#define DAMAGE_LAVA 0x09
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#define DAMAGE_CACTUS 0x0A
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#define DAMAGE_FIRE 0x0B
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#define DAMAGE_TNT 0x0C
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#define DAMAGE_STEAM 0x0D
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#define DAMAGE_POISON 0x0E
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#define DAMAGE_SHADOW 0x0F
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class Map;
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class Player
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{
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public:
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Player();
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virtual ~Player();
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void resetInventory(bool include_clothes = true);
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void checkInventory();
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virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
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v3f getSpeed()
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{
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return m_speed;
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}
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void setSpeed(v3f speed)
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{
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m_speed = speed;
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}
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// Y direction is ignored
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void accelerate(v3f target_speed, f32 max_increase);
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v3f getPosition()
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{
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if (m_position.X > 30000*BS || m_position.X < -30000*BS)
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m_position.X = ((s32)m_position.X)%(30000*BS);
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if (m_position.Y > 30000*BS || m_position.Y < -30000*BS)
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m_position.Y = ((s32)m_position.Y)%(30000*BS);
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if (m_position.Z > 30000*BS || m_position.Z < -30000*BS)
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m_position.Z = ((s32)m_position.Z)%(30000*BS);
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return m_position;
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}
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v3s16 getLightPosition() const
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{
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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}
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v3f getEyeOffset()
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{
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// This is at the height of the eyes of the current figure
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v3f s = getScale();
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return v3f(0,(BS+((5*BS)/8))*s.Y,0);
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}
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v3f getEyePosition()
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{
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return m_position + getEyeOffset();
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}
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virtual void setPosition(const v3f &position)
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{
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m_position = position;
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if (m_position.X > 30000*BS || m_position.X < -30000*BS)
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m_position.X = ((s32)m_position.X)%(30000*BS);
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if (m_position.Y > 30000*BS || m_position.Y < -30000*BS)
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m_position.Y = ((s32)m_position.Y)%(30000*BS);
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if (m_position.Z > 30000*BS || m_position.Z < -30000*BS)
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m_position.Z = ((s32)m_position.Z)%(30000*BS);
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}
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void setPitch(f32 pitch)
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{
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m_pitch = pitch;
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}
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virtual void setYaw(f32 yaw)
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{
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m_yaw = yaw;
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}
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f32 getPitch()
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{
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return m_pitch;
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}
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f32 getYaw()
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{
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return m_yaw;
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}
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virtual void updateName(const char *name)
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{
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snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
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}
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virtual void wieldItem(u16 item);
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virtual const InventoryItem *getWieldItem() const
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{
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const InventoryList *list = inventory.getList("main");
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if (list)
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return list->getItem(m_selected_item);
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return NULL;
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}
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virtual u16 getSelectedItem() {return m_selected_item;}
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const char * getName()
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{
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return m_name;
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}
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virtual bool isLocal() const = 0;
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virtual void updateLight(u8 light_at_pos)
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{
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light = light_at_pos;
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}
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virtual void updateAnim(u8 anim_id, content_t pointed)
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{}
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// NOTE: Use peer_id == 0 for disconnected
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/*virtual bool isClientConnected() { return false; }
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virtual void setClientConnected(bool) {}*/
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/*
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serialize() writes a bunch of text that can contain
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any characters except a '\0', and such an ending that
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deSerialize stops reading exactly at the right point.
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*/
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void serialize(std::ostream &os);
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void deSerialize(std::istream &is);
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_water;
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// This is more stable and defines the maximum speed of the player
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bool in_water_stable;
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bool is_climbing;
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bool swimming_up;
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// whether the player is in bed
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bool in_bed;
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// set for 10 hours (10000) after the player last woke up
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f32 wake_timeout;
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u8 light;
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Inventory inventory;
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bool inventory_modified;
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bool craftresult_is_preview;
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u16 health;
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u16 air;
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u16 hunger;
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u16 energy_effect;
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u16 cold_effect;
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u8 dirt;
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u8 wet;
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float wet_dtime;
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u8 blood;
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void addDirt(u8 area)
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{
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dirt |= area;
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}
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void addBlood(u8 area)
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{
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blood |= area;
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}
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void addWater(u8 area)
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{
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wet |= area;
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dirt &= ~area;
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blood &= ~area;
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}
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u16 last_damage;
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void addDamage(u8 area, u8 type, u16 amount)
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{
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last_damage = (type<<8)|area;
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if (amount > health) {
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health = 0;
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}else{
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health -= amount;
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}
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}
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void addHealth(u16 amount)
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{
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last_damage = 0;
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health += amount;
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if (health > 100)
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health = 100;
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}
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u16 peer_id;
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bool getHome(s8 i, v3f &h);
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void setHome(s8 i, v3f h);
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void unsetHome(s8 i);
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f32 getProtection(u8 area, u8 type)
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{
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InventoryList *l;
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InventoryItem *i;
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f32 v = 0;
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const char* list[7] = {"hat","shirt","jacket","decorative","belt","pants","boots"};
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switch (type) {
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case DAMAGE_FALL:
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l = inventory.getList("boots");
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if (l == NULL)
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return 0;
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i = l->getItem(0);
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if (i == NULL)
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return 0;
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return content_clothesitem_features(i->getContent())->armour;
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break;
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case DAMAGE_AIR:
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l = inventory.getList("hat");
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if (l == NULL)
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return 0;
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i = l->getItem(0);
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if (i == NULL)
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return 0;
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return content_clothesitem_features(i->getContent())->suffocate;
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break;
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default:;
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}
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for (int j=0; j<7; j++) {
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if (area && area != PLAYER_ALL) {
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switch (area) {
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case PLAYER_FEET:
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if (j != 6)
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continue;
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break;
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case PLAYER_LLEG:
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case PLAYER_RLEG:
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if (j != 5 && j != 6)
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continue;
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break;
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case PLAYER_TORSO:
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if (j != 1 && j != 2)
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continue;
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break;
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case PLAYER_HANDS:
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case PLAYER_LARM:
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case PLAYER_RARM:
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if (j != 2)
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continue;
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break;
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case PLAYER_HEAD:
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if (j != 0)
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continue;
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break;
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default:;
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}
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}
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l = inventory.getList(list[j]);
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if (l == NULL)
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continue;
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i = l->getItem(0);
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if (i == NULL)
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continue;
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switch (type) {
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case DAMAGE_TNT:
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case DAMAGE_FIRE:
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case DAMAGE_ATTACK:
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case DAMAGE_CACTUS:
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v += content_clothesitem_features(i->getContent())->armour;
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break;
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case DAMAGE_COLD:
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v += content_clothesitem_features(i->getContent())->warmth;
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break;
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case DAMAGE_POISON:
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case DAMAGE_SPACE:
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v += content_clothesitem_features(i->getContent())->vacuum;
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break;
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default:;
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}
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}
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if (v > 1.0)
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return 1.0;
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return v;
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}
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// character def used for skin creation and model scaling
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virtual void setCharDef(std::string d) {m_character = d;}
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std::string getCharDef() {return m_character;}
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void setClothesGiven(bool v) {m_given_clothes = v;}
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v3f getScale();
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// the unclothed player skin parts
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void getSkin(std::vector<std::string> &parts);
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protected:
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char m_name[PLAYERNAME_SIZE];
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u16 m_selected_item;
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f32 m_pitch;
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f32 m_yaw;
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v3f m_speed;
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v3f m_position;
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v3f m_home;
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bool m_hashome;
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v3f m_flag[PLAYERFLAG_COUNT];
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bool m_hasflag[PLAYERFLAG_COUNT];
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std::string m_character;
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bool m_given_clothes;
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public:
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};
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/*
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Player on the server
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*/
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class ServerRemotePlayer : public Player
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{
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public:
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ServerRemotePlayer():
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animation_id(PLAYERANIM_STAND),
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pointed_id(CONTENT_AIR),
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m_addr("")
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{
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}
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virtual ~ServerRemotePlayer()
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{
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}
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virtual bool isLocal() const
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{
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return false;
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}
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virtual void move(f32 dtime, Map &map, f32 pos_max_d)
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{
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}
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void setAddress(std::string addr) {m_addr = addr;}
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std::string getAddress() {return m_addr;}
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virtual void setCharDef(std::string d);
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u8 animation_id;
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content_t pointed_id;
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virtual void updateAnim(u8 anim_id, content_t pointed)
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{
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animation_id = anim_id;
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pointed_id = pointed;
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}
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private:
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std::string m_addr;
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};
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#ifndef SERVER
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#include "path.h"
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#include "mesh.h"
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/*
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All the other players on the client are these
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*/
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class RemotePlayer : public Player, public scene::ISceneNode
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{
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public:
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RemotePlayer(
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scene::ISceneNode* parent=NULL,
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IrrlichtDevice *device=NULL,
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s32 id=0);
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virtual ~RemotePlayer();
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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virtual void render()
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{
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// Do nothing
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return m_box;
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}
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void setPosition(const v3f &position)
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{
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m_oldpos = m_showpos;
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if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
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m_pos_animation_time = m_pos_animation_time_counter;
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else
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m_pos_animation_time = m_pos_animation_time * 0.9
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+ m_pos_animation_time_counter * 0.1;
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m_pos_animation_time_counter = 0;
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m_pos_animation_counter = 0;
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Player::setPosition(position);
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}
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virtual void setYaw(f32 yaw)
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{
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Player::setYaw(yaw);
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ISceneNode::setRotation(v3f(0, -yaw, 0));
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}
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bool isLocal() const
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{
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return false;
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}
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void updateName(const char *name);
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virtual void wieldItem(u16 item);
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virtual void updateAnim(u8 anim_id, content_t pointed)
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{
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m_anim_id = anim_id;
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if (pointed != CONTENT_IGNORE)
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m_pointed = pointed;
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}
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virtual void updateLight(u8 light_at_pos)
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{
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Player::updateLight(light_at_pos);
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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setMeshVerticesColor(m_node->getMesh(), color);
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m_wield->updateLight(li);
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}
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void updateCameraOffset(v3s16 camera_offset)
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{
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m_camera_offset = intToFloat(camera_offset,BS);
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}
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void move(f32 dtime, Map &map, f32 pos_max_d);
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video::ITexture* getTexture();
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private:
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scene::IAnimatedMeshSceneNode *m_node;
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scene::ITextSceneNode* m_text;
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class ExtrudedSpriteSceneNode *m_wield;
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core::aabbox3d<f32> m_box;
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v3f m_oldpos;
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f32 m_pos_animation_counter;
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f32 m_pos_animation_time;
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f32 m_pos_animation_time_counter;
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v3f m_showpos;
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v3f m_camera_offset;
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u8 m_anim_id;
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content_t m_pointed;
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int m_next_foot;
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};
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struct PlayerControl
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{
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PlayerControl()
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{
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forward = false;
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backward = false;
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left = false;
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right = false;
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jump = false;
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sneak = false;
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up = false;
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down = false;
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fast = false;
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free = false;
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digging = false;
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pitch = 0;
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yaw = 0;
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|
}
|
|
PlayerControl(
|
|
bool a_fwd,
|
|
bool a_back,
|
|
bool a_left,
|
|
bool a_right,
|
|
bool a_jump,
|
|
bool a_sneak,
|
|
bool a_up,
|
|
bool a_down,
|
|
bool a_fast,
|
|
bool a_free,
|
|
bool a_digging,
|
|
float a_pitch,
|
|
float a_yaw
|
|
)
|
|
{
|
|
forward = a_fwd;
|
|
backward = a_back;
|
|
left = a_left;
|
|
right = a_right;
|
|
jump = a_jump;
|
|
sneak = a_sneak;
|
|
up = a_up;
|
|
down = a_down;
|
|
fast = a_fast;
|
|
free = a_free;
|
|
pitch = a_pitch;
|
|
yaw = a_yaw;
|
|
digging = a_digging;
|
|
}
|
|
bool forward;
|
|
bool backward;
|
|
bool left;
|
|
bool right;
|
|
bool jump;
|
|
bool sneak;
|
|
bool up;
|
|
bool down;
|
|
bool fast;
|
|
bool free;
|
|
bool digging;
|
|
float pitch;
|
|
float yaw;
|
|
};
|
|
|
|
class LocalPlayer : public Player
|
|
{
|
|
public:
|
|
LocalPlayer();
|
|
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);
|
|
|
|
void setEnergy(float e) {m_energy = e;}
|
|
float getEnergy() {return m_energy;}
|
|
|
|
void setIgnoreEnergy(bool v) {m_ignore_energy = v;}
|
|
|
|
video::ITexture* getTexture();
|
|
|
|
PlayerControl control;
|
|
|
|
float energy_effectf;
|
|
float cold_effectf;
|
|
// Used to check if anything changed and prevent sending packets if not
|
|
v3f last_position;
|
|
v3f last_speed;
|
|
float last_pitch;
|
|
float last_yaw;
|
|
float shadow_timer;
|
|
|
|
private:
|
|
// This is used for determining the sneaking range
|
|
v3s16 m_sneak_node;
|
|
bool m_refresh_sneak_node;
|
|
// Whether the player is allowed to sneak
|
|
bool m_sneak_node_exists;
|
|
v3s16 m_old_node_below;
|
|
content_t m_old_node_below_type;
|
|
float m_energy;
|
|
bool m_can_use_energy;
|
|
bool m_ignore_energy;
|
|
int m_low_energy_effect;
|
|
|
|
};
|
|
#endif // !SERVER
|
|
|
|
#endif
|
|
|