#define PLAYERNAME_SIZE 20
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
+
class Map;
class Player
Player();
virtual ~Player();
+ void resetInventory();
+
//void move(f32 dtime, Map &map);
- virtual void move(f32 dtime, Map &map) = 0;
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
v3f getSpeed()
{
// 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;
class ServerRemotePlayer : public Player
{
public:
- /*ServerRemotePlayer(bool client_connected):
- m_client_connected(client_connected)*/
ServerRemotePlayer()
{
}
return false;
}
- virtual void move(f32 dtime, Map &map)
+ virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{
}
- /*virtual bool isClientConnected()
- {
- return m_client_connected;
- }
- virtual void setClientConnected(bool client_connected)
- {
- m_client_connected = client_connected;
- }
-
- // This
- bool m_client_connected;*/
-
private:
};
}
}
- void move(f32 dtime, Map &map);
+ void move(f32 dtime, Map &map, f32 pos_max_d);
private:
scene::IMeshSceneNode *m_node;
v3f m_showpos;
};
-#endif
+#endif // !SERVER
#ifndef SERVER
struct PlayerControl
left = false;
right = false;
jump = false;
- superspeed = false;
+ aux1 = false;
+ sneak = false;
pitch = 0;
yaw = 0;
}
bool a_left,
bool a_right,
bool a_jump,
- bool a_superspeed,
+ bool a_aux1,
+ bool a_sneak,
float a_pitch,
float a_yaw
)
left = a_left;
right = a_right;
jump = a_jump;
- superspeed = a_superspeed;
+ aux1 = a_aux1;
+ sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool left;
bool right;
bool jump;
- bool superspeed;
+ bool aux1;
+ bool sneak;
float pitch;
float yaw;
};
return true;
}
- void move(f32 dtime, Map &map);
+ 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_last_walked_node;
};
#endif // !SERVER