X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Flocalplayer.h;h=182b51d4d5b2c0144a3c069875c187ced576af34;hb=7bbd716426bf989bf071e2322a9b797cc5f78acb;hp=b6a3ed1f6c8b951a5020da2a809c228b435ed8bd;hpb=7860097eda449f0bb99971a037967bd338441133;p=dragonfireclient.git diff --git a/src/localplayer.h b/src/localplayer.h index b6a3ed1f6..182b51d4d 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -21,32 +21,52 @@ with this program; if not, write to the Free Software Foundation, Inc., #define LOCALPLAYER_HEADER #include "player.h" +#include "environment.h" #include -class ClientEnvironment; - +class Client; +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(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, ClientEnvironment *env, f32 pos_max_d, - std::list *collision_info); - void move(f32 dtime, ClientEnvironment *env, 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 *collision_info); void applyControl(float dtime); @@ -61,21 +81,49 @@ class LocalPlayer : public Player 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