]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.h
Environment cleanup
[dragonfireclient.git] / src / localplayer.h
index f372c787d8eeefd6d58b800f8e38ec7caf29c699..eb727d7e3452da2c080939c993dae7ca86b9147b 100644 (file)
@@ -21,25 +21,48 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define LOCALPLAYER_HEADER
 
 #include "player.h"
+#include "environment.h"
+#include <list>
+
+class Client;
+class Environment;
+class GenericCAO;
+class ClientActiveObject;
+class IGameDef;
+
+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(Client *gamedef, const char *name);
        virtual ~LocalPlayer();
 
-       bool isLocal() const
-       {
-               return true;
-       }
+       ClientActiveObject *parent;
 
+       bool got_teleported;
        bool isAttached;
+       bool touching_ground;
+       // This oscillates so that the player jumps a bit above the surface
+       bool in_liquid;
+       // This is more stable and defines the maximum speed of the player
+       bool in_liquid_stable;
+       // Gets the viscosity of water to calculate friction
+       u8 liquid_viscosity;
+       bool is_climbing;
+       bool swimming_vertical;
+
+       float physics_override_speed;
+       float physics_override_jump;
+       float physics_override_gravity;
+       bool physics_override_sneak;
+       bool physics_override_sneak_glitch;
 
        v3f overridePosition;
-       
-       void move(f32 dtime, Map &map, f32 pos_max_d,
-                       core::list<CollisionInfo> *collision_info);
-       void move(f32 dtime, Map &map, f32 pos_max_d);
+
+       void move(f32 dtime, Environment *env, f32 pos_max_d);
+       void move(f32 dtime, Environment *env, f32 pos_max_d,
+                       std::vector<CollisionInfo> *collision_info);
 
        void applyControl(float dtime);
 
@@ -52,18 +75,51 @@ class LocalPlayer : public Player
        float last_yaw;
        unsigned int last_keyPressed;
 
+       float camera_impact;
+
+       int last_animation;
+       float last_animation_speed;
+
+       std::string hotbar_image;
+       std::string hotbar_selected_image;
+
+       video::SColor light_color;
+
+       float hurt_tilt_timer;
+       float hurt_tilt_strength;
+
+       GenericCAO* getCAO() const {
+               return m_cao;
+       }
+
+       void setCAO(GenericCAO* toset) {
+               assert( m_cao == NULL ); // Pre-condition
+               m_cao = toset;
+       }
+
+       u32 maxHudId() const { return hud.size(); }
+
 private:
+       void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
+       void accelerateVertical(const v3f &target_speed, const f32 max_increase);
+
        // 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;
+       Client *m_gamedef;
 };
 
 #endif