51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef PLAYER_HEADER
-#define PLAYER_HEADER
+#pragma once
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h"
+#include "network/networkprotocol.h"
+#include "util/basic_macros.h"
#include <list>
#include <mutex>
struct PlayerControl
{
- PlayerControl() {}
+ PlayerControl() = default;
PlayerControl(
bool a_up,
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;
+ DISABLE_CLASS_COPY(Player);
+
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()
+ const v3f &getSpeed() const
{
return m_speed;
}
- void setSpeed(v3f speed)
+ void setSpeed(const v3f &speed)
{
m_speed = speed;
}
v2s32 local_animations[4];
float local_animation_speed;
- u16 peer_id = PEER_ID_INEXISTENT;
-
std::string inventory_formspec;
PlayerControl control;
// and ServerThread
std::mutex m_mutex;
};
-
-#endif
-