/*
Minetest
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
#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);
+ 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;
+ // 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<CollisionInfo> *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<CollisionInfo> *collision_info);
+ // Temporary option for old move code
+ void old_move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::vector<CollisionInfo> *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;
float last_pitch;
float last_yaw;
unsigned int last_keyPressed;
+ u8 last_camera_fov;
+ u8 last_wanted_range;
+
+ float camera_impact;
+
+ 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; }
+
+ 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:
- // 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
-