X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fplayer.h;h=6108af3db8786cae8638e434a259d19ee8468032;hb=704782c95b8a4194a9383da55d93f37fd0f7278f;hp=43f6ee5ec162f678c59bb3ea58a882d27033f4ff;hpb=6a76c226e10e92c3e3339096f07f8ab065e2098b;p=oweals%2Fminetest.git diff --git a/src/player.h b/src/player.h index 43f6ee5ec..6108af3db 100644 --- a/src/player.h +++ b/src/player.h @@ -20,29 +20,27 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef PLAYER_HEADER #define PLAYER_HEADER -#include "common_irrlicht.h" +#include "irrlichttypes.h" #include "inventory.h" #define PLAYERNAME_SIZE 20 #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_" - class Map; class IGameDef; -class CollisionInfo; +struct CollisionInfo; +class PlayerSAO; class Player { public: Player(IGameDef *gamedef); - virtual ~Player(); - - void resetInventory(); + virtual ~Player() = 0; - //void move(f32 dtime, Map &map); - virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0; + virtual void move(f32 dtime, Map &map, f32 pos_max_d) + {} v3f getSpeed() { @@ -67,9 +65,12 @@ public: v3f getEyeOffset() { // This is at the height of the eyes of the current figure - // return v3f(0, BS+BS/2, 0); + // return v3f(0, BS*1.5, 0); // This is more like in minecraft - return v3f(0,BS+(5*BS)/8,0); + if(camera_barely_in_ceiling) + return v3f(0,BS*1.5,0); + else + return v3f(0,BS*1.625,0); } v3f getEyePosition() @@ -112,7 +113,7 @@ public: return (m_yaw + 90.) * core::DEGTORAD; } - virtual void updateName(const char *name) + void updateName(const char *name) { snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } @@ -122,17 +123,13 @@ public: return m_name; } - virtual bool isLocal() const = 0; + virtual bool isLocal() const + { return false; } + virtual PlayerSAO *getPlayerSAO() + { return NULL; } + virtual void setPlayerSAO(PlayerSAO *sao) + { assert(0); } - virtual void updateLight(u8 light_at_pos) - { - light = light_at_pos; - } - - // 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 @@ -148,14 +145,12 @@ public: bool in_water_stable; bool is_climbing; bool swimming_up; + bool camera_barely_in_ceiling; u8 light; + // In creative mode, this is the invisible backup inventory Inventory inventory; - // Actual inventory is backed up here when creative mode is used - Inventory *inventory_backup; - - bool craftresult_is_preview; u16 hp; @@ -169,85 +164,26 @@ protected: f32 m_yaw; v3f m_speed; v3f m_position; - -public: - -}; - -#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 +/* + Player on the server +*/ +class RemotePlayer : public Player { public: - LocalPlayer(IGameDef *gamedef); - virtual ~LocalPlayer(); - - bool isLocal() const - { - return true; - } - - void move(f32 dtime, Map &map, f32 pos_max_d, - core::list *collision_info); - void move(f32 dtime, Map &map, f32 pos_max_d); + RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {} + virtual ~RemotePlayer() {} - void applyControl(float dtime); - - PlayerControl control; + PlayerSAO *getPlayerSAO() + { return m_sao; } + void setPlayerSAO(PlayerSAO *sao) + { m_sao = sao; } + void setPosition(const v3f &position); 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; + PlayerSAO *m_sao; }; -#endif // !SERVER #endif