Footsteps: Fix offset footstep and shallow water sound bugs
[oweals/minetest.git] / src / localplayer.h
index 3ae0c4e51d29566ffa04af1e19638df7598767f4..b48dacdb7674c7085a199e6975d74b0deace0eb4 100644 (file)
@@ -21,28 +21,43 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define LOCALPLAYER_HEADER
 
 #include "player.h"
+#include "environment.h"
 #include <list>
 
+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, const char *name);
+       LocalPlayer(Client *client, const char *name);
        virtual ~LocalPlayer();
 
-       bool isLocal() const
-       {
-               return true;
-       }
-
        ClientActiveObject *parent;
 
+       u16 hp;
+       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;
 
@@ -53,6 +68,7 @@ public:
        void applyControl(float dtime);
 
        v3s16 getStandingNodePos();
+       v3s16 getFootstepNodePos();
 
        // Used to check if anything changed and prevent sending packets if not
        v3f last_position;
@@ -60,6 +76,8 @@ public:
        float last_pitch;
        float last_yaw;
        unsigned int last_keyPressed;
+       u8 last_camera_fov;
+       u8 last_wanted_range;
 
        float camera_impact;
 
@@ -71,6 +89,9 @@ public:
 
        video::SColor light_color;
 
+       float hurt_tilt_timer;
+       float hurt_tilt_strength;
+
        GenericCAO* getCAO() const {
                return m_cao;
        }
@@ -80,10 +101,40 @@ public:
                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; }
+
+       void setPosition(const v3f &position)
+       {
+               m_position = position;
+       }
+
+       v3f getPosition() const { return m_position; }
+       v3f getEyePosition() const { return m_position + getEyeOffset(); }
+       v3f getEyeOffset() const;
 private:
        void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
        void accelerateVertical(const v3f &target_speed, const f32 max_increase);
 
+       v3f m_position;
        // This is used for determining the sneaking range
        v3s16 m_sneak_node;
        // Whether the player is allowed to sneak
@@ -98,8 +149,14 @@ private:
        v3s16 m_old_node_below;
        std::string m_old_node_below_type;
        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