#include "player.h"
#include <list>
-class ClientEnvironment;
-
+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;
v3f overridePosition;
- 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::list<CollisionInfo> *collision_info);
- void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
void applyControl(float dtime);
float last_yaw;
unsigned int last_keyPressed;
+ float camera_impact;
+ 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 );
+ m_cao = toset;
+ }
+
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
bool m_can_jump;
+
+ GenericCAO* m_cao;
};
#endif