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()
- {
- up = false;
- down = false;
- left = false;
- right = false;
- jump = false;
- aux1 = false;
- sneak = false;
- LMB = false;
- RMB = false;
- pitch = 0;
- yaw = 0;
- sidew_move_joystick_axis = .0f;
- forw_move_joystick_axis = .0f;
- }
+ PlayerControl() = default;
PlayerControl(
bool a_up,
sidew_move_joystick_axis = a_sidew_move_joystick_axis;
forw_move_joystick_axis = a_forw_move_joystick_axis;
}
- bool up;
- bool down;
- bool left;
- bool right;
- bool jump;
- bool aux1;
- bool sneak;
- bool zoom;
- bool LMB;
- bool RMB;
- float pitch;
- float yaw;
- float sidew_move_joystick_axis;
- float forw_move_joystick_axis;
+ bool up = false;
+ bool down = false;
+ bool left = false;
+ bool right = false;
+ bool jump = false;
+ bool aux1 = false;
+ bool sneak = false;
+ bool zoom = false;
+ bool LMB = false;
+ bool RMB = false;
+ float pitch = 0.0f;
+ float yaw = 0.0f;
+ float sidew_move_joystick_axis = 0.0f;
+ float forw_move_joystick_axis = 0.0f;
};
class Map;
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;
-
std::string inventory_formspec;
PlayerControl control;
const PlayerControl& getPlayerControl() { return control; }
- u32 keyPressed;
+ u32 keyPressed = 0;
HudElement* getHud(u32 id);
u32 addHud(HudElement* hud);
// and ServerThread
std::mutex m_mutex;
};
-
-#endif
-