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/*
Minetest
Copyright (C) 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 DATABASE_DUMMY_HEADER
#define DATABASE_DUMMY_HEADER

#include <map>
#include <string>
#include "database.h"
#include "irrlichttypes.h"

class Database_Dummy : public MapDatabase, public PlayerDatabase
{
public:
	bool saveBlock(const v3s16 &pos, const std::string &data);
	void loadBlock(const v3s16 &pos, std::string *block);
	bool deleteBlock(const v3s16 &pos);
	void listAllLoadableBlocks(std::vector<v3s16> &dst);

	void savePlayer(RemotePlayer *player) {}
	bool loadPlayer(RemotePlayer *player, PlayerSAO *sao) { return true; }
	bool removePlayer(const std::string &name) { return true; }
	void listPlayers(std::vector<std::string> &) {}

	void beginSave() {}
	void endSave() {}
private:
	std::map<s64, std::string> m_database;
};

#endif
an class="hl com">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