#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "constants.h" // BS
+#include <list>
#define PLAYERNAME_SIZE 20
struct CollisionInfo;
class PlayerSAO;
struct HudElement;
+class Environment;
class Player
{
Player(IGameDef *gamedef);
virtual ~Player() = 0;
- virtual void move(f32 dtime, Map &map, f32 pos_max_d)
+ virtual void move(f32 dtime, Environment *env, f32 pos_max_d)
+ {}
+ virtual void move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::list<CollisionInfo> *collision_info)
{}
v3f getSpeed()
return m_yaw;
}
+ u16 getBreath()
+ {
+ return m_breath;
+ }
+
+ virtual void setBreath(u16 breath)
+ {
+ m_breath = breath;
+ }
+
f32 getRadPitch()
{
return -1.0 * m_pitch * core::DEGTORAD;
return m_collisionbox;
}
+ u32 getFreeHudID() const {
+ size_t size = hud.size();
+ for (size_t i = 0; i != size; i++) {
+ if (!hud[i])
+ return i;
+ }
+ return size;
+ }
+
virtual bool isLocal() const
{ return false; }
virtual PlayerSAO *getPlayerSAO()
float physics_override_speed;
float physics_override_jump;
float physics_override_gravity;
+ bool physics_override_sneak;
+ bool physics_override_sneak_glitch;
+
+ v2s32 local_animations[4];
+ float local_animation_speed;
u16 hp;
- u16 breath;
float hurt_tilt_timer;
float hurt_tilt_strength;
u16 peer_id;
-
+
std::string inventory_formspec;
PlayerControl control;
u32 keyPressed;
- std::vector<HudElement *> hud;
+
+ HudElement* getHud(u32 id);
+ u32 addHud(HudElement* hud);
+ HudElement* removeHud(u32 id);
+ void clearHud();
+ u32 maxHudId() {
+ return hud.size();
+ }
+
u32 hud_flags;
s32 hud_hotbar_itemcount;
-
protected:
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
+ u16 m_breath;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
v3f m_last_pos;
u16 m_last_hp;
Inventory m_last_inventory;
+
+ std::vector<HudElement *> hud;
};
RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
virtual ~RemotePlayer() {}
+ void save(std::string savedir);
+
PlayerSAO *getPlayerSAO()
{ return m_sao; }
void setPlayerSAO(PlayerSAO *sao)