-#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
-{
- 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();
- 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
-