1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-07-27 17:28:41 +00:00

Players are more like objects + related stuff

This commit is contained in:
Perttu Ahola 2011-12-01 23:33:48 +02:00
parent ee0d3bacbc
commit af32240545
15 changed files with 622 additions and 599 deletions

View file

@ -201,32 +201,34 @@ public:
virtual void setPosition(const v3f &position);
void setSAO(PlayerSAO *sao);
PlayerSAO* getSAO();
// Returns a reference
virtual InventoryItem* getWieldedItem();
/* ServerActiveObject interface */
u8 getType() const
{return ACTIVEOBJECT_TYPE_PLAYER;}
virtual void setPos(v3f pos)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
virtual void moveTo(v3f pos, bool continuous)
{
setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position_age = 0;
}
// Called after id has been set and has been inserted in environment
void addedToEnvironment();
// Called before removing from environment
void removingFromEnvironment();
bool environmentDeletes() const
{ return false; }
bool isStaticAllowed() const
{ return false; }
void step(float dtime, bool send_recommended);
std::string getClientInitializationData();
std::string getStaticData();
void punch(ServerActiveObject *puncher, float time_from_last_punch);
void rightClick(ServerActiveObject *clicker);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
virtual std::string getDescription(){return getName();}
// Returns a reference
virtual InventoryItem* getWieldedItem();
virtual void getWieldDiggingProperties(ToolDiggingProperties *dst);
virtual void damageWieldedItem(u16 amount);
// If all fits, eats item and returns true. Otherwise returns false.
virtual bool addToInventory(InventoryItem *item);
@ -241,110 +243,13 @@ public:
std::vector<InventoryItem*> m_additional_items;
bool m_inventory_not_sent;
bool m_hp_not_sent;
bool m_respawn_active;
private:
PlayerSAO *m_sao;
bool m_is_in_environment;
bool m_position_not_sent;
};
#ifndef SERVER
#if 0
/*
All the other players on the client are these
*/
class RemotePlayer : public Player, public scene::ISceneNode
{
public:
RemotePlayer(
IGameDef *gamedef,
scene::ISceneNode* parent=NULL,
IrrlichtDevice *device=NULL,
s32 id=0);
virtual ~RemotePlayer();
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
virtual void render()
{
// Do nothing
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return m_box;
}
void setPosition(const v3f &position)
{
m_oldpos = m_showpos;
if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
m_pos_animation_time = m_pos_animation_time_counter;
else
m_pos_animation_time = m_pos_animation_time * 0.9
+ m_pos_animation_time_counter * 0.1;
m_pos_animation_time_counter = 0;
m_pos_animation_counter = 0;
Player::setPosition(position);
//ISceneNode::setPosition(position);
}
virtual void setYaw(f32 yaw)
{
Player::setYaw(yaw);
ISceneNode::setRotation(v3f(0, -yaw, 0));
}
bool isLocal() const
{
return false;
}
void updateName(const char *name);
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);
setMeshVerticesColor(m_node->getMesh(), color);
}
void move(f32 dtime, Map &map, f32 pos_max_d);
private:
scene::IMeshSceneNode *m_node;
scene::ITextSceneNode* m_text;
core::aabbox3d<f32> m_box;
v3f m_oldpos;
f32 m_pos_animation_counter;
f32 m_pos_animation_time;
f32 m_pos_animation_time_counter;
v3f m_showpos;
};
#endif
#endif // !SERVER
#ifndef SERVER
struct PlayerControl
{