X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Flocalplayer.h;h=9cbefae2342eca71f940af1df138ea57ff5e5aae;hb=dd0a058e1fc74f37605022b52fa1f6b04086bbbf;hp=9d1829db86a12d7f70de44104cfd47103385d93d;hpb=3d1c481f0bdf03b59871237d810685278e87613b;p=minetest.git diff --git a/src/localplayer.h b/src/localplayer.h index 9d1829db8..9cbefae23 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -21,42 +21,158 @@ with this program; if not, write to the Free Software Foundation, Inc., #define LOCALPLAYER_HEADER #include "player.h" +#include "environment.h" +#include + +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 *client, const char *name); virtual ~LocalPlayer(); - bool isLocal() const - { - return true; - } + ClientActiveObject *parent; + u16 hp; 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; + // Temporary option for old move code + bool physics_override_new_move; v3f overridePosition; - - void move(f32 dtime, Map &map, f32 pos_max_d, - core::list *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 *collision_info); + // Temporary option for old move code + void old_move(f32 dtime, Environment *env, f32 pos_max_d, + std::vector *collision_info); void applyControl(float dtime); v3s16 getStandingNodePos(); + v3s16 getFootstepNodePos(); + + // Used to check if anything changed and prevent sending packets if not + v3f last_position; + v3f last_speed; + float last_pitch; + float last_yaw; + unsigned int last_keyPressed; + u8 last_camera_fov; + u8 last_wanted_range; + + float camera_impact; + + bool makes_footstep_sound; + + 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(); } + + u16 getBreath() const { return m_breath; } + void setBreath(u16 breath) { m_breath = breath; } + + v3s16 getLightPosition() const; + + void setYaw(f32 yaw) { m_yaw = yaw; } + + f32 getYaw() const { return m_yaw; } + + void setPitch(f32 pitch) { m_pitch = pitch; } + + f32 getPitch() const { return m_pitch; } + + inline void setPosition(const v3f &position) + { + m_position = position; + m_sneak_node_exists = false; + } + + v3f getPosition() const { return m_position; } + v3f getEyePosition() const { return m_position + getEyeOffset(); } + v3f getEyeOffset() const; + private: - // This is used for determining the sneaking range + void accelerateHorizontal(const v3f &target_speed, const f32 max_increase); + void accelerateVertical(const v3f &target_speed, const f32 max_increase); + + v3f m_position; + v3s16 m_sneak_node; + // Stores the max player uplift by m_sneak_node + // To support temporary option for old move code + f32 m_sneak_node_bb_ymax; + // Stores the top bounding box of m_sneak_node + aabb3f m_sneak_node_bb_top; // Whether the player is allowed to sneak bool m_sneak_node_exists; + // Whether recalculation of m_sneak_node and its top bbox is needed + bool m_need_to_get_new_sneak_node; + // Whether a "sneak ladder" structure is detected at the players pos + // see detectSneakLadder() in the .cpp for more info (always false if disabled) + bool m_sneak_ladder_detected; + // Whether a 2-node-up ledge is detected at the players pos, + // see detectLedge() in the .cpp for more info (always false if disabled). + bool m_ledge_detected; + // 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; + u16 m_breath; + f32 m_yaw; + f32 m_pitch; + bool camera_barely_in_ceiling; + aabb3f m_collisionbox; + + GenericCAO *m_cao; + Client *m_client; }; #endif -