211 lines
2.7 KiB
C
211 lines
2.7 KiB
C
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/*
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(c) 2010 Perttu Ahola <celeron55@gmail.com>
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*/
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#ifndef PLAYER_HEADER
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#define PLAYER_HEADER
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#include "common_irrlicht.h"
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#include "inventory.h"
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#define PLAYERNAME_SIZE 20
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class Map;
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class Player
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{
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public:
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Player();
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virtual ~Player();
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void move(f32 dtime, Map &map);
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v3f getSpeed()
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{
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return m_speed;
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}
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void setSpeed(v3f speed)
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{
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m_speed = speed;
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}
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// Y direction is ignored
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void accelerate(v3f target_speed, f32 max_increase);
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v3f getPosition()
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{
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return m_position;
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}
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virtual void setPosition(v3f position)
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{
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m_position = position;
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}
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void setPitch(f32 pitch)
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{
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m_pitch = pitch;
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}
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virtual void setYaw(f32 yaw)
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{
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m_yaw = yaw;
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}
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f32 getPitch()
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{
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return m_pitch;
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}
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f32 getYaw()
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{
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return m_yaw;
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}
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virtual void updateName(const char *name)
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{
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snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
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}
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const char * getName()
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{
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return m_name;
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}
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virtual bool isLocal() const = 0;
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bool touching_ground;
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Inventory inventory;
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u16 peer_id;
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protected:
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char m_name[PLAYERNAME_SIZE];
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f32 m_pitch;
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f32 m_yaw;
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v3f m_speed;
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v3f m_position;
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};
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class RemotePlayer : public Player, public scene::ISceneNode
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{
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public:
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RemotePlayer(
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scene::ISceneNode* parent=NULL,
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IrrlichtDevice *device=NULL,
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s32 id=0);
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virtual ~RemotePlayer();
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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virtual void render()
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{
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// Do nothing
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return m_box;
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}
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void setPosition(v3f position)
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{
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Player::setPosition(position);
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ISceneNode::setPosition(position);
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}
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virtual void setYaw(f32 yaw)
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{
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Player::setYaw(yaw);
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ISceneNode::setRotation(v3f(0, -yaw, 0));
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}
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bool isLocal() const
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{
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return false;
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}
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void updateName(const char *name);
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private:
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scene::ITextSceneNode* m_text;
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core::aabbox3d<f32> m_box;
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};
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struct PlayerControl
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{
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PlayerControl()
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{
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up = false;
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down = false;
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left = false;
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right = false;
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jump = false;
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superspeed = false;
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pitch = 0;
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yaw = 0;
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}
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PlayerControl(
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bool a_up,
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bool a_down,
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bool a_left,
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bool a_right,
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bool a_jump,
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bool a_superspeed,
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float a_pitch,
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float a_yaw
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)
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{
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up = a_up;
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down = a_down;
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left = a_left;
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right = a_right;
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jump = a_jump;
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superspeed = a_superspeed;
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pitch = a_pitch;
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yaw = a_yaw;
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}
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bool up;
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bool down;
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bool left;
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bool right;
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bool jump;
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bool superspeed;
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float pitch;
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float yaw;
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};
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer();
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virtual ~LocalPlayer();
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bool isLocal() const
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{
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return true;
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}
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void applyControl(float dtime);
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PlayerControl control;
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private:
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};
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#endif
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