Fix itemdef drop on NULL texture
[oweals/minetest.git] / src / localplayer.h
index ef2b32cca4903398953e57de0ffe639a1d1b02ea..8c3041c04b4ac40172baa7ddf0dd204299eeb5cb 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 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
@@ -21,53 +21,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define LOCALPLAYER_HEADER
 
 #include "player.h"
+#include <list>
 
-struct PlayerControl
-{
-       PlayerControl()
-       {
-               up = false;
-               down = false;
-               left = false;
-               right = false;
-               jump = false;
-               aux1 = false;
-               sneak = false;
-               pitch = 0;
-               yaw = 0;
-       }
-       PlayerControl(
-               bool a_up,
-               bool a_down,
-               bool a_left,
-               bool a_right,
-               bool a_jump,
-               bool a_aux1,
-               bool a_sneak,
-               float a_pitch,
-               float a_yaw
-       )
-       {
-               up = a_up;
-               down = a_down;
-               left = a_left;
-               right = a_right;
-               jump = a_jump;
-               aux1 = a_aux1;
-               sneak = a_sneak;
-               pitch = a_pitch;
-               yaw = a_yaw;
-       }
-       bool up;
-       bool down;
-       bool left;
-       bool right;
-       bool jump;
-       bool aux1;
-       bool sneak;
-       float pitch;
-       float yaw;
-};
+class ClientEnvironment;
+
+class ClientActiveObject;
 
 class LocalPlayer : public Player
 {
@@ -80,21 +38,41 @@ public:
                return true;
        }
        
-       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);
+       ClientActiveObject *parent;
+
+       bool isAttached;
+
+       v3f overridePosition;
+       
+       void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
+                       std::list<CollisionInfo> *collision_info);
+       void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
 
        void applyControl(float dtime);
 
        v3s16 getStandingNodePos();
-       
-       PlayerControl control;
+
+       // 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;
+
+       float camera_impact;
 
 private:
        // This is used for determining the sneaking range
        v3s16 m_sneak_node;
        // Whether the player is allowed to sneak
        bool m_sneak_node_exists;
+       // 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;
 };
 
 #endif