/* (c) 2010 Perttu Ahola */ #ifndef PLAYER_HEADER #define PLAYER_HEADER #include "common_irrlicht.h" #include "inventory.h" #define PLAYERNAME_SIZE 20 class Map; class Player { public: Player(); virtual ~Player(); void move(f32 dtime, Map &map); v3f getSpeed() { return m_speed; } void setSpeed(v3f speed) { m_speed = speed; } // Y direction is ignored void accelerate(v3f target_speed, f32 max_increase); v3f getPosition() { return m_position; } virtual void setPosition(v3f position) { m_position = position; } void setPitch(f32 pitch) { m_pitch = pitch; } virtual void setYaw(f32 yaw) { m_yaw = yaw; } f32 getPitch() { return m_pitch; } f32 getYaw() { return m_yaw; } virtual void updateName(const char *name) { snprintf(m_name, PLAYERNAME_SIZE, "%s", name); } const char * getName() { return m_name; } virtual bool isLocal() const = 0; bool touching_ground; Inventory inventory; u16 peer_id; protected: char m_name[PLAYERNAME_SIZE]; f32 m_pitch; f32 m_yaw; v3f m_speed; v3f m_position; }; class RemotePlayer : public Player, public scene::ISceneNode { public: RemotePlayer( scene::ISceneNode* parent=NULL, IrrlichtDevice *device=NULL, s32 id=0); virtual ~RemotePlayer(); /* ISceneNode methods */ virtual void OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this); ISceneNode::OnRegisterSceneNode(); } virtual void render() { // Do nothing } virtual const core::aabbox3d& getBoundingBox() const { return m_box; } void setPosition(v3f position) { Player::setPosition(position); ISceneNode::setPosition(position); } virtual void setYaw(f32 yaw) { Player::setYaw(yaw); ISceneNode::setRotation(v3f(0, -yaw, 0)); } bool isLocal() const { return false; } void updateName(const char *name); private: scene::ITextSceneNode* m_text; core::aabbox3d m_box; }; struct PlayerControl { PlayerControl() { up = false; down = false; left = false; right = false; jump = false; superspeed = false; pitch = 0; yaw = 0; } PlayerControl( bool a_up, bool a_down, bool a_left, bool a_right, bool a_jump, bool a_superspeed, float a_pitch, float a_yaw ) { up = a_up; down = a_down; left = a_left; right = a_right; jump = a_jump; superspeed = a_superspeed; pitch = a_pitch; yaw = a_yaw; } bool up; bool down; bool left; bool right; bool jump; bool superspeed; float pitch; float yaw; }; class LocalPlayer : public Player { public: LocalPlayer(); virtual ~LocalPlayer(); bool isLocal() const { return true; } void applyControl(float dtime); PlayerControl control; private: }; #endif