#define PLAYERNAME_SIZE 20
-#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
-
-// Player privileges. These form a bitmask stored in the privs field
-// of the player, and define things they're allowed to do. See also
-// the static methods Player::privsToString and stringToPrivs that
-// convert these to human-readable form.
-const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world
- // (not enforced yet)
-const u64 PRIV_TELEPORT = 2; // Can teleport
-const u64 PRIV_SETTIME = 4; // Can set the time
-const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
-const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn ,settings)
-
-const u64 PRIV_DEFAULT = PRIV_BUILD;
-const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
-const u64 PRIV_INVALID = 0x8000000000000000ULL;
-
-// Convert a privileges value into a human-readable string,
-// with each component separated by a comma.
-std::wstring privsToString(u64 privs);
-
-// Converts a comma-seperated list of privilege values into a
-// privileges value. The reverse of privsToString(). Returns
-// PRIV_INVALID if there is anything wrong with the input.
-u64 stringToPrivs(std::wstring str);
+#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
class Map;
return m_position;
}
- virtual void setPosition(v3f position)
+ v3s16 getLightPosition() const
+ {
+ return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+ }
+
+ v3f getEyeOffset()
+ {
+ // 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()
+ {
+ return m_position + getEyeOffset();
+ }
+
+ virtual void setPosition(const v3f &position)
{
m_position = position;
}
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
+ virtual void wieldItem(u16 item);
+ virtual const InventoryItem *getWieldItem() const
+ {
+ const InventoryList *list = inventory.getList("main");
+ if (list)
+ return list->getItem(m_selected_item);
+ return NULL;
+ }
+
const char * getName()
{
return m_name;
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;
// This is more stable and defines the maximum speed of the player
bool in_water_stable;
+ bool is_climbing;
bool swimming_up;
+ u8 light;
+
Inventory inventory;
+ // Actual inventory is backed up here when creative mode is used
+ Inventory *inventory_backup;
bool craftresult_is_preview;
u16 hp;
- // Player's privileges - a bitmaps of PRIV_xxxx.
- u64 privs;
-
u16 peer_id;
protected:
char m_name[PLAYERNAME_SIZE];
+ u16 m_selected_item;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
return m_box;
}
- void setPosition(v3f position)
+ void setPosition(const v3f &position)
{
m_oldpos = m_showpos;
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);
{
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);