3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef LOCALPLAYER_HEADER
21 #define LOCALPLAYER_HEADER
26 class ClientEnvironment;
28 class ClientActiveObject;
30 class LocalPlayer : public Player
33 LocalPlayer(IGameDef *gamedef);
34 virtual ~LocalPlayer();
41 ClientActiveObject *parent;
47 void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
48 std::list<CollisionInfo> *collision_info);
49 void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
51 void applyControl(float dtime);
53 v3s16 getStandingNodePos();
55 // Used to check if anything changed and prevent sending packets if not
60 unsigned int last_keyPressed;
63 // This is used for determining the sneaking range
65 // Whether the player is allowed to sneak
66 bool m_sneak_node_exists;
67 // Node below player, used to determine whether it has been removed,
69 v3s16 m_old_node_below;
70 std::string m_old_node_below_type;
71 // Whether recalculation of the sneak node is needed
72 bool m_need_to_get_new_sneak_node;