class Map;
+class IGameDef;
class Player
{
public:
-
- Player();
+ Player(IGameDef *gamedef);
virtual ~Player();
void resetInventory();
return m_position;
}
- v3s16 getLightPosition() const
+ v3s16 getLightPosition() const;
+
+ v3f getEyeOffset()
{
- return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+ // 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()
{
- // This is at the height of the eyes of the current figure
- // return m_position + v3f(0, BS+BS/2, 0);
- // This is more like in minecraft
- return m_position + v3f(0,BS+(5*BS)/8,0);
+ return m_position + getEyeOffset();
}
virtual void setPosition(const v3f &position)
virtual bool isLocal() const = 0;
- virtual void updateLight(u8 light_at_pos) {};
+ virtual void updateLight(u8 light_at_pos)
+ {
+ light = light_at_pos;
+ }
// NOTE: Use peer_id == 0 for disconnected
/*virtual bool isClientConnected() { return false; }
bool in_water_stable;
bool is_climbing;
bool swimming_up;
- bool is_frozen;
+ u8 light;
+
Inventory inventory;
// Actual inventory is backed up here when creative mode is used
Inventory *inventory_backup;
u16 peer_id;
protected:
+ IGameDef *m_gamedef;
+
char m_name[PLAYERNAME_SIZE];
u16 m_selected_item;
f32 m_pitch;
Player on the server
*/
-class ServerRemotePlayer : public Player
+#include "serverobject.h"
+#include "content_object.h" // Object type IDs
+
+class ServerRemotePlayer : public Player, public ServerActiveObject
{
public:
- ServerRemotePlayer()
- {
- }
+ ServerRemotePlayer(ServerEnvironment *env);
+ ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
+ const char *name_);
+
virtual ~ServerRemotePlayer()
- {
- }
+ {}
virtual bool isLocal() const
- {
- return false;
- }
+ { return false; }
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{
}
+ virtual void setPosition(const v3f &position)
+ {
+ Player::setPosition(position);
+ ServerActiveObject::setBasePosition(position);
+ }
+
+ /* ServerActiveObject interface */
+
+ u8 getType() const
+ {return ACTIVEOBJECT_TYPE_PLAYER;}
+ virtual std::string getDescription(){return getName();}
+ // Returns a reference
+ virtual InventoryItem* getWieldedItem();
+ virtual void damageWieldedItem(u16 amount);
+ // If all fits, eats item and returns true. Otherwise returns false.
+ virtual bool addToInventory(InventoryItem *item);
+ virtual void setHP(s16 hp_);
+ virtual s16 getHP();
+
private:
};
{
public:
RemotePlayer(
+ IGameDef *gamedef,
scene::ISceneNode* parent=NULL,
IrrlichtDevice *device=NULL,
s32 id=0);
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);
-
- scene::IMesh *mesh = m_node->getMesh();
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- u16 vc = buf->getVertexCount();
- for(u16 i=0; i<vc; i++)
- {
- vertices[i].Color = color;
- }
- }
+ setMeshVerticesColor(m_node->getMesh(), color);
}
void move(f32 dtime, Map &map, f32 pos_max_d);
class LocalPlayer : public Player
{
public:
- LocalPlayer();
+ LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const
return true;
}
- void wieldItem(u16 item);
-
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);
PlayerControl control;
- scene::ISceneNode *wield;
-
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;