forked from Mirrorlandia_minetest/minetest
3b50b2766a
Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
156 lines
3.1 KiB
C++
156 lines
3.1 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef GAME_HEADER
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#define GAME_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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#include "keycode.h"
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#include <list>
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class KeyList : protected std::list<KeyPress>
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{
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typedef std::list<KeyPress> super;
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typedef super::iterator iterator;
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typedef super::const_iterator const_iterator;
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virtual const_iterator find(const KeyPress &key) const
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{
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const_iterator f(begin());
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const_iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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virtual iterator find(const KeyPress &key)
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{
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iterator f(begin());
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iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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public:
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void clear()
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{
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super::clear();
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}
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void set(const KeyPress &key)
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{
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if (find(key) == end())
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push_back(key);
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}
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void unset(const KeyPress &key)
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{
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iterator p(find(key));
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if (p != end())
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erase(p);
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}
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void toggle(const KeyPress &key)
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{
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iterator p(this->find(key));
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if (p != end())
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erase(p);
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else
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push_back(key);
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}
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bool operator[](const KeyPress &key) const
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{
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return find(key) != end();
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}
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};
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class InputHandler
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{
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public:
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InputHandler()
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{
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}
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virtual ~InputHandler()
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{
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}
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virtual bool isKeyDown(const KeyPress &keyCode) = 0;
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virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
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virtual v2s32 getMousePos() = 0;
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virtual void setMousePos(s32 x, s32 y) = 0;
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virtual bool getLeftState() = 0;
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virtual bool getRightState() = 0;
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virtual bool getLeftClicked() = 0;
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virtual bool getRightClicked() = 0;
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virtual void resetLeftClicked() = 0;
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virtual void resetRightClicked() = 0;
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virtual bool getLeftReleased() = 0;
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virtual bool getRightReleased() = 0;
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virtual void resetLeftReleased() = 0;
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virtual void resetRightReleased() = 0;
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virtual s32 getMouseWheel() = 0;
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virtual void step(float dtime) {}
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virtual void clear() {}
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};
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class ChatBackend; /* to avoid having to include chat.h */
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struct SubgameSpec;
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void the_game(bool *kill,
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bool random_input,
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InputHandler *input,
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IrrlichtDevice *device,
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const std::string &map_dir,
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const std::string &playername,
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const std::string &password,
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const std::string &address, // If "", local server is used
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u16 port,
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std::string &error_message,
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ChatBackend &chat_backend,
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bool *reconnect_requested,
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const SubgameSpec &gamespec, // Used for local game
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bool simple_singleplayer_mode);
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#endif
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