#include <list>
class Environment;
-
+class GenericCAO;
class ClientActiveObject;
enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
- LocalPlayer(IGameDef *gamedef);
+ LocalPlayer(IGameDef *gamedef, const char *name);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
-
+
ClientActiveObject *parent;
bool isAttached;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
- std::list<CollisionInfo> *collision_info);
+ std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime);
unsigned int last_keyPressed;
float camera_impact;
- int camera_mode;
- v3f eye_offset_first;
- v3f eye_offset_third;
int last_animation;
float last_animation_speed;
std::string hotbar_image;
std::string hotbar_selected_image;
+ video::SColor light_color;
+
+ GenericCAO* getCAO() const {
+ return m_cao;
+ }
+
+ void setCAO(GenericCAO* toset) {
+ assert( m_cao == NULL ); // Pre-condition
+ m_cao = toset;
+ }
+
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
+ // Whether recalculation of the sneak node is needed
+ bool m_need_to_get_new_sneak_node;
+ // Stores the max player uplift by m_sneak_node and is updated
+ // when m_need_to_get_new_sneak_node == true
+ f32 m_sneak_node_bb_ymax;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below;
std::string m_old_node_below_type;
- // Whether recalculation of the sneak node is needed
- bool m_need_to_get_new_sneak_node;
bool m_can_jump;
+
+ GenericCAO* m_cao;
};
#endif