class Map;
+class IGameDef;
class Player
{
public:
-
- Player();
+ Player(IGameDef *gamedef);
virtual ~Player();
void resetInventory();
return m_position;
}
- v3s16 getLightPosition() const
- {
- return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
- }
+ v3s16 getLightPosition() const;
v3f getEyeOffset()
{
u16 peer_id;
protected:
+ IGameDef *m_gamedef;
+
char m_name[PLAYERNAME_SIZE];
u16 m_selected_item;
f32 m_pitch;
class ServerRemotePlayer : public Player, public ServerActiveObject
{
public:
- ServerRemotePlayer():
- ServerActiveObject(NULL, v3f(0,0,0))
- {
- }
+ ServerRemotePlayer(ServerEnvironment *env);
ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
- const char *name_):
- ServerActiveObject(env, pos_)
- {
- setPosition(pos_);
- peer_id = peer_id_;
- updateName(name_);
- }
+ const char *name_);
+
virtual ~ServerRemotePlayer()
- {
- }
+ {}
virtual bool isLocal() const
- {
- return false;
- }
+ { return false; }
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
{
{
public:
RemotePlayer(
+ IGameDef *gamedef,
scene::ISceneNode* parent=NULL,
IrrlichtDevice *device=NULL,
s32 id=0);
class LocalPlayer : public Player
{
public:
- LocalPlayer();
+ LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const