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path: root/build/android/patches/irrlicht-native_activity.patch
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* Fix "Hunk #1 FAILED at 9 (different line endings)."Lourens-Rich2018-09-23
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* Fix many Android build issuesLoic Blot2018-06-10
| | | | It remains one issue with MT itself and rtti
* Android: Update build system for ndk-r15xstujones112017-12-04
Add workarounds for ndk-r16.
d='n89' href='#n89'>89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef PLAYER_HEADER
#define PLAYER_HEADER

#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "threading/mutex.h"
#include <list>

#define PLAYERNAME_SIZE 20

#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
#define PLAYERNAME_ALLOWED_CHARS_USER_EXPL "'a' to 'z', 'A' to 'Z', '0' to '9', '-', '_'"

struct PlayerControl
{
	PlayerControl()
	{
		up = false;
		down = false;
		left = false;
		right = false;
		jump = false;
		aux1 = false;
		sneak = false;
		LMB = false;
		RMB = false;
		pitch = 0;
		yaw = 0;
		sidew_move_joystick_axis = .0f;
		forw_move_joystick_axis = .0f;
	}

	PlayerControl(
		bool a_up,
		bool a_down,
		bool a_left,
		bool a_right,
		bool a_jump,
		bool a_aux1,
		bool a_sneak,
		bool a_zoom,
		bool a_LMB,
		bool a_RMB,
		float a_pitch,
		float a_yaw,
		float a_sidew_move_joystick_axis,
		float a_forw_move_joystick_axis
	)
	{
		up = a_up;
		down = a_down;
		left = a_left;
		right = a_right;
		jump = a_jump;
		aux1 = a_aux1;
		sneak = a_sneak;
		zoom = a_zoom;
		LMB = a_LMB;
		RMB = a_RMB;
		pitch = a_pitch;
		yaw = a_yaw;
		sidew_move_joystick_axis = a_sidew_move_joystick_axis;
		forw_move_joystick_axis = a_forw_move_joystick_axis;
	}
	bool up;
	bool down;
	bool left;
	bool right;
	bool jump;
	bool aux1;
	bool sneak;
	bool zoom;
	bool LMB;
	bool RMB;
	float pitch;
	float yaw;
	float sidew_move_joystick_axis;
	float forw_move_joystick_axis;
};

class Map;
struct CollisionInfo;
struct HudElement;
class Environment;

// IMPORTANT:
// Do *not* perform an assignment or copy operation on a Player or
// RemotePlayer object!  This will copy the lock held for HUD synchronization
class Player
{
public:

	Player(const char *name, IItemDefManager *idef);
	virtual ~Player() = 0;

	virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
	{}
	virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
			std::vector<CollisionInfo> *collision_info)
	{}

	v3f getSpeed()
	{
		return m_speed;
	}

	void setSpeed(v3f speed)
	{
		m_speed = speed;
	}

	const char *getName() const { return m_name; }

	u32 getFreeHudID()
	{
		size_t size = hud.size();
		for (size_t i = 0; i != size; i++) {
			if (!hud[i])
				return i;
		}
		return size;
	}

	v3f eye_offset_first;
	v3f eye_offset_third;

	Inventory inventory;

	f32 movement_acceleration_default;
	f32 movement_acceleration_air;
	f32 movement_acceleration_fast;
	f32 movement_speed_walk;
	f32 movement_speed_crouch;
	f32 movement_speed_fast;
	f32 movement_speed_climb;
	f32 movement_speed_jump;
	f32 movement_liquid_fluidity;
	f32 movement_liquid_fluidity_smooth;
	f32 movement_liquid_sink;
	f32 movement_gravity;

	v2s32 local_animations[4];
	float local_animation_speed;

	u16 peer_id;

	std::string inventory_formspec;

	PlayerControl control;
	const PlayerControl& getPlayerControl() { return control; }

	u32 keyPressed;

	HudElement* getHud(u32 id);
	u32         addHud(HudElement* hud);
	HudElement* removeHud(u32 id);
	void        clearHud();

	u32 hud_flags;
	s32 hud_hotbar_itemcount;
protected:
	char m_name[PLAYERNAME_SIZE];
	v3f m_speed;

	std::vector<HudElement *> hud;
private:
	// Protect some critical areas
	// hud for example can be modified by EmergeThread
	// and ServerThread
	Mutex m_mutex;
};

#endif