#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
+#include "jthread/jmutex.h"
#include <list>
#define PLAYERNAME_SIZE 20
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(IGameDef *gamedef);
+ Player(IGameDef *gamedef, const char *name);
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::list<CollisionInfo> *collision_info)
+ std::vector<CollisionInfo> *collision_info)
{}
v3f getSpeed()
{
m_speed = speed;
}
-
+
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateVertical(v3f target_speed, f32 max_increase);
virtual void setPosition(const v3f &position)
{
+ if (position != m_position)
+ m_dirty = true;
m_position = position;
}
void setPitch(f32 pitch)
{
+ if (pitch != m_pitch)
+ m_dirty = true;
m_pitch = pitch;
}
virtual void setYaw(f32 yaw)
{
+ if (yaw != m_yaw)
+ m_dirty = true;
m_yaw = yaw;
}
virtual void setBreath(u16 breath)
{
+ if (breath != m_breath)
+ m_dirty = true;
m_breath = breath;
}
return (m_yaw + 90.) * core::DEGTORAD;
}
- void updateName(const char *name)
- {
- snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
- }
-
const char * getName() const
{
return m_name;
return m_collisionbox;
}
- u32 getFreeHudID() const {
+ u32 getFreeHudID() {
size_t size = hud.size();
for (size_t i = 0; i != size; i++) {
if (!hud[i])
virtual PlayerSAO *getPlayerSAO()
{ return NULL; }
virtual void setPlayerSAO(PlayerSAO *sao)
- { assert(0); }
+ { FATAL_ERROR("FIXME"); }
/*
serialize() writes a bunch of text that can contain
void serialize(std::ostream &os);
void deSerialize(std::istream &is, std::string playername);
- bool checkModified()
+ bool checkModified() const
{
- if(m_last_hp != hp || m_last_pitch != m_pitch ||
- m_last_pos != m_position || m_last_yaw != m_yaw ||
- !(inventory == m_last_inventory))
- {
- m_last_hp = hp;
- m_last_pitch = m_pitch;
- m_last_pos = m_position;
- m_last_yaw = m_yaw;
- m_last_inventory = inventory;
- return true;
- } else {
- return false;
- }
+ return m_dirty || inventory.checkModified();
+ }
+
+ void setModified(const bool x)
+ {
+ m_dirty = x;
+ if (x == false)
+ inventory.setModified(x);
}
+ // Use a function, if isDead can be defined by other conditions
+ bool isDead() { return hp == 0; }
+
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;
bool is_climbing;
bool swimming_vertical;
bool camera_barely_in_ceiling;
-
- u8 light;
Inventory inventory;
u16 peer_id;
std::string inventory_formspec;
-
+
PlayerControl control;
PlayerControl getPlayerControl()
{
return control;
}
-
+
u32 keyPressed;
-
- std::vector<HudElement *> hud;
+
+
+ HudElement* getHud(u32 id);
+ u32 addHud(HudElement* hud);
+ HudElement* removeHud(u32 id);
+ void clearHud();
+ u32 maxHudId() {
+ return hud.size();
+ }
+
u32 hud_flags;
s32 hud_hotbar_itemcount;
-
protected:
IGameDef *m_gamedef;
v3f m_position;
core::aabbox3d<f32> m_collisionbox;
- f32 m_last_pitch;
- f32 m_last_yaw;
- v3f m_last_pos;
- u16 m_last_hp;
- Inventory m_last_inventory;
+ bool m_dirty;
+
+ std::vector<HudElement *> hud;
+private:
+ // Protect some critical areas
+ // hud for example can be modified by EmergeThread
+ // and ServerThread
+ JMutex m_mutex;
};
class RemotePlayer : public Player
{
public:
- RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
+ RemotePlayer(IGameDef *gamedef, const char *name):
+ Player(gamedef, name),
+ m_sao(NULL)
+ {}
virtual ~RemotePlayer() {}
+ void save(std::string savedir);
+
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)
{ m_sao = sao; }
void setPosition(const v3f &position);
-
+
private:
PlayerSAO *m_sao;
};