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added PlayerSAO and RemotePlayer, removed ServerRemotePlayer

This commit is contained in:
Kahrl 2012-03-19 03:04:16 +01:00 committed by Perttu Ahola
parent 072c265c30
commit f8c3743991
20 changed files with 833 additions and 810 deletions

View file

@ -31,18 +31,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class Map;
class IGameDef;
struct CollisionInfo;
class PlayerSAO;
class Player
{
public:
Player(IGameDef *gamedef);
virtual ~Player();
virtual ~Player() = 0;
void resetInventory();
//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()
{
@ -112,7 +111,7 @@ 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 +121,13 @@ 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
@ -151,9 +146,8 @@ public:
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;
u16 hp;
@ -167,9 +161,6 @@ protected:
f32 m_yaw;
v3f m_speed;
v3f m_position;
public:
};
#ifndef SERVER
@ -249,5 +240,24 @@ private:
};
#endif // !SERVER
/*
Player on the server
*/
class RemotePlayer : public Player
{
public:
RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
virtual ~RemotePlayer() {}
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
private:
PlayerSAO *m_sao;
};
#endif