#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
-#include "jthread/jmutex.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
{
v3f getEyeOffset()
{
- // This is at the height of the eyes of the current figure
- // return v3f(0, BS*1.5, 0);
- // This is more like in minecraft
- if(camera_barely_in_ceiling)
- return v3f(0,BS*1.5,0);
- else
- return v3f(0,BS*1.625,0);
+ float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
+ return v3f(0, BS * eye_height, 0);
}
v3f getEyePosition()
return (m_yaw + 90.) * core::DEGTORAD;
}
- const char * getName() const
+ const char *getName() const
{
return m_name;
}
- core::aabbox3d<f32> getCollisionbox() {
+ core::aabbox3d<f32> getCollisionbox()
+ {
return m_collisionbox;
}
return size;
}
- void setHotbarItemcount(s32 hotbar_itemcount) {
+ void setHotbarItemcount(s32 hotbar_itemcount)
+ {
hud_hotbar_itemcount = hotbar_itemcount;
}
- s32 getHotbarItemcount() {
+
+ s32 getHotbarItemcount()
+ {
return hud_hotbar_itemcount;
}
- void setHotbarImage(std::string name) {
+
+ void setHotbarImage(const std::string &name)
+ {
hud_hotbar_image = name;
}
- std::string getHotbarImage() {
+
+ std::string getHotbarImage()
+ {
return hud_hotbar_image;
}
- void setHotbarSelectedImage(std::string name) {
+
+ void setHotbarSelectedImage(const std::string &name)
+ {
hud_hotbar_selected_image = name;
}
+
std::string getHotbarSelectedImage() {
return hud_hotbar_selected_image;
}
void setSky(const video::SColor &bgcolor, const std::string &type,
- const std::vector<std::string> ¶ms) {
+ const std::vector<std::string> ¶ms)
+ {
m_sky_bgcolor = bgcolor;
m_sky_type = type;
m_sky_params = params;
}
+
void getSky(video::SColor *bgcolor, std::string *type,
- std::vector<std::string> *params) {
+ std::vector<std::string> *params)
+ {
*bgcolor = m_sky_bgcolor;
*type = m_sky_type;
*params = m_sky_params;
}
- void overrideDayNightRatio(bool do_override, float ratio) {
+
+ void overrideDayNightRatio(bool do_override, float ratio)
+ {
m_day_night_ratio_do_override = do_override;
m_day_night_ratio = ratio;
}
- void getDayNightRatio(bool *do_override, float *ratio) {
+
+ void getDayNightRatio(bool *do_override, float *ratio)
+ {
*do_override = m_day_night_ratio_do_override;
*ratio = m_day_night_ratio;
}
- void setLocalAnimations(v2s32 frames[4], float frame_speed) {
+
+ void setLocalAnimations(v2s32 frames[4], float frame_speed)
+ {
for (int i = 0; i < 4; i++)
local_animations[i] = frames[i];
local_animation_speed = frame_speed;
}
- void getLocalAnimations(v2s32 *frames, float *frame_speed) {
+
+ void getLocalAnimations(v2s32 *frames, float *frame_speed)
+ {
for (int i = 0; i < 4; i++)
frames[i] = local_animations[i];
*frame_speed = local_animation_speed;
}
virtual bool isLocal() const
- { return false; }
+ {
+ return false;
+ }
+
virtual PlayerSAO *getPlayerSAO()
- { return NULL; }
+ {
+ return NULL;
+ }
+
virtual void setPlayerSAO(PlayerSAO *sao)
- { FATAL_ERROR("FIXME"); }
+ {
+ FATAL_ERROR("FIXME");
+ }
/*
serialize() writes a bunch of text that can contain
float hurt_tilt_timer;
float hurt_tilt_strength;
+ u16 protocol_version;
u16 peer_id;
std::string inventory_formspec;
// Protect some critical areas
// hud for example can be modified by EmergeThread
// and ServerThread
- JMutex m_mutex;
+ Mutex m_mutex;
};
class RemotePlayer : public Player
{
public:
- RemotePlayer(IGameDef *gamedef, const char *name):
- Player(gamedef, name),
- m_sao(NULL)
- {}
+ RemotePlayer(IGameDef *gamedef, const char *name);
virtual ~RemotePlayer() {}
void save(std::string savedir);