#include "noise.h" // easeCurve
#include "sound.h"
#include "event.h"
-#include "profiler.h"
+#include "nodedef.h"
#include "util/numeric.h"
#include "constants.h"
#include "fontengine.h"
#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
-#include "mesh.h"
#include "client/tile.h"
#include <ICameraSceneNode.h>
#include <ISceneNode.h>
#include "minimap.h"
#include "mods.h"
#include "profiler.h"
+#include "shader.h"
#include "gettext.h"
#include "clientmap.h"
#include "clientmedia.h"
#include "filesys.h"
#include "guiMainMenu.h"
#include "game.h"
+#include "player.h"
#include "chat.h"
#include "gettext.h"
#include "profiler.h"
#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
+#include "nodedef.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
#include <netinet/in.h>
#endif
-#include "log.h"
+#include "debug.h"
#include "exceptions.h"
#include "settings.h"
#include "content_sao.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
-#include "profiler.h"
#include "settings.h"
//#define DGEN_USE_TORCHES
#if USE_SOUND
#include "sound_openal.h"
+#include "shader.h"
+
#endif
extern Settings *g_settings;
#include "log.h"
#include "client.h"
#include "inventory.h"
+#include "shader.h"
#include "client/tile.h"
#include "localplayer.h"
#include "camera.h"
#include "guiscalingfilter.h"
#include "mesh.h"
#include "wieldmesh.h"
-#include <IGUIStaticText.h>
#include "client/renderingengine.h"
#ifdef HAVE_TOUCHSCREENGUI
#pragma once
-#include "debug.h"
#include "itemdef.h"
#include "irrlichttypes.h"
#include "itemstackmetadata.h"
#include <ostream>
#include <string>
#include <vector>
+#include <cassert>
struct ToolCapabilities;
*/
#include "inventorymanager.h"
+#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
*/
#include "irrlicht.h" // createDevice
-
#include "mainmenumanager.h"
#include "irrlichttypes_extrabloated.h"
#include "chat_interface.h"
#include "gameparams.h"
#include "database.h"
#include "config.h"
+#include "player.h"
#include "porting.h"
#if USE_CURSES
#include "terminal_chat_console.h"
/*
All kinds of stuff that needs to be exposed from main.cpp
*/
-#include "debug.h" // assert
#include "modalMenu.h"
+#include <cassert>
#include <list>
class IGameCallback
#include "util/container.h"
#include "nodetimer.h"
#include "map_settings_manager.h"
+#include "debug.h"
class Settings;
class MapDatabase;
#pragma once
#include <set>
-#include "debug.h"
#include "irr_v3d.h"
#include "mapnode.h"
#include "exceptions.h"
#include "mapblock.h"
#include "map.h"
#include "profiler.h"
+#include "shader.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "noise.h"
#include "nodedef.h"
-#include "mapnode.h"
#include "util/string.h"
#include "util/container.h"
#include "client.h"
#include "clientmap.h"
#include "settings.h"
+#include "shader.h"
#include "mapblock.h"
#include "client/renderingengine.h"
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include <chatmessage.h>
+#include "chatmessage.h"
#include "server.h"
#include "log.h"
-
#include "content_sao.h"
#include "emerge.h"
#include "mapblock.h"
#include "nodedef.h"
-#include "player.h"
+#include "remoteplayer.h"
#include "rollback_interface.h"
#include "scripting_server.h"
#include "settings.h"
#include "itemdef.h"
#ifndef SERVER
#include "mesh.h"
+#include "shader.h"
#include "client.h"
#include "client/renderingengine.h"
#include "client/tile.h"
#include "mapnode.h"
#ifndef SERVER
#include "client/tile.h"
-#include "shader.h"
#include <IMeshManipulator.h>
class Client;
#endif
#include "particles.h"
#include "client.h"
#include "collision.h"
-#include <stdlib.h>
#include "client/renderingengine.h"
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
+#include "nodedef.h"
#include "client.h"
#include "settings.h"
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
-#include "environment.h"
#include "tileanimation.h"
struct ClientEvent;
#pragma once
#include "irrlichttypes.h"
+#include <cassert>
#include <string>
#include <map>
+#include <ostream>
#include "threading/mutex_auto_lock.h"
#include "util/timetaker.h"
#include "util/numeric.h" // paging()
-#include "debug.h" // assert()
#define MAX_PROFILER_TEXT_ROWS 20
#include "threading/semaphore.h"
#include "threading/thread.h"
-#include "debug.h"
#include "lua.h"
#include "cpp_api/s_base.h"
#include "threading/mutex_auto_lock.h"
#ifdef SCRIPTAPI_LOCK_DEBUG
-#include "debug.h" // assert()
+#include <cassert>
class LockChecker {
public:
#include <algorithm>
#include "scripting_server.h"
#include "environment.h"
+#include "mapblock.h"
#include "server.h"
#include "nodedef.h"
#include "daynightratio.h"
#include "emerge.h"
#include "pathfinder.h"
#include "face_position_cache.h"
+#include "remoteplayer.h"
#ifndef SERVER
#include "client.h"
#endif
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
-#include "player.h"
+#include "remoteplayer.h"
/*
InvRef
#include "common/c_content.h"
#include "serverenvironment.h"
#include "map.h"
+#include "mapblock.h"
#include "server.h"
/*
#include "tool.h"
#include "serverobject.h"
#include "content_sao.h"
+#include "remoteplayer.h"
#include "server.h"
#include "hud.h"
#include "scripting_server.h"
#include "cpp_api/s_base.h"
#include "server.h"
#include "environment.h"
-#include "player.h"
+#include "remoteplayer.h"
#include "log.h"
#include <algorithm>
#include "emerge.h"
#include "environment.h"
#include "map.h"
+#include "mapblock.h"
#include "server.h"
#include "mapgen.h"
#include "voxelalgorithms.h"
#include "lua_api/l_sound.h"
#include "lua_api/l_util.h"
#include "lua_api/l_settings.h"
+#include "log.h"
extern "C" {
#include "lualib.h"
#include "database.h"
#include "chatmessage.h"
#include "chat_interface.h"
+#include "remoteplayer.h"
class ClientNotFoundException : public BaseException
{
return true;
}
+s32 Server::hudGetHotbarItemcount(RemotePlayer *player) const
+{
+ return player->getHotbarItemcount();
+}
+
void Server::hudSetHotbarImage(RemotePlayer *player, std::string name)
{
if (!player)
SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_SELECTED_IMAGE, name);
}
+const std::string& Server::hudGetHotbarSelectedImage(RemotePlayer *player) const
+{
+ return player->getHotbarSelectedImage();
+}
+
bool Server::setLocalPlayerAnimations(RemotePlayer *player,
v2s32 animation_frames[4], f32 frame_speed)
{
#include "util/basic_macros.h"
#include "serverenvironment.h"
#include "clientiface.h"
-#include "remoteplayer.h"
#include "chatmessage.h"
#include <string>
#include <list>
class BanManager;
class EventManager;
class Inventory;
+class RemotePlayer;
class PlayerSAO;
class IRollbackManager;
struct RollbackAction;
bool hudChange(RemotePlayer *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(RemotePlayer *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount);
- s32 hudGetHotbarItemcount(RemotePlayer *player) const
- { return player->getHotbarItemcount(); }
+ s32 hudGetHotbarItemcount(RemotePlayer *player) const;
void hudSetHotbarImage(RemotePlayer *player, std::string name);
std::string hudGetHotbarImage(RemotePlayer *player);
void hudSetHotbarSelectedImage(RemotePlayer *player, std::string name);
- const std::string &hudGetHotbarSelectedImage(RemotePlayer *player) const
- {
- return player->getHotbarSelectedImage();
- }
+ const std::string &hudGetHotbarSelectedImage(RemotePlayer *player) const;
inline Address getPeerAddress(u16 peer_id)
{ return m_con.GetPeerAddress(peer_id); }
#include "content_sao.h"
#include "settings.h"
#include "log.h"
+#include "mapblock.h"
#include "nodedef.h"
#include "nodemetadata.h"
#include "gamedef.h"
#pragma once
+#include "activeobject.h"
#include "environment.h"
#include "mapnode.h"
-#include "mapblock.h"
-#include "activeobject.h"
+#include "settings.h"
+#include "util/numeric.h"
#include <set>
class IGameDef;
class ServerMap;
struct GameParams;
+class MapBlock;
class RemotePlayer;
class PlayerDatabase;
class PlayerSAO;
#include <fstream>
#include "inventory.h"
#include "constants.h" // BS
+#include "log.h"
ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
ActiveObject(0),
#include "util/pointer.h"
#include "util/numeric.h"
#include "map.h"
+#include "mapblock.h"
#include "serverenvironment.h"
#include "nodedef.h"
#include "treegen.h"
#include "irrlichttypes.h"
#include "irr_v3d.h"
#include <iostream>
-#include "debug.h"
+#include <cassert>
#include "exceptions.h"
#include "mapnode.h"
#include <set>
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include "settings.h"
#include "wieldmesh.h"
+#include "settings.h"
+#include "shader.h"
#include "inventory.h"
#include "client.h"
#include "itemdef.h"
#pragma once
#include <string>
+#include <vector>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;