Use configured bind_address for HTTPFetch
[oweals/minetest.git] / src / player.h
index 12ea0dba1c14e087a74e5fd3e98cee2f7c0cdfa9..93197d374a5ecff3573e2c3d2d115024fcdae503 100644 (file)
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "irrlichttypes_bloated.h"
 #include "inventory.h"
 #include "constants.h" // BS
+#include <list>
 
 #define PLAYERNAME_SIZE 20
 
@@ -88,6 +89,7 @@ class IGameDef;
 struct CollisionInfo;
 class PlayerSAO;
 struct HudElement;
+class Environment;
 
 class Player
 {
@@ -96,7 +98,10 @@ public:
        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()
@@ -266,6 +271,11 @@ public:
        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;
 
@@ -284,10 +294,17 @@ public:
        
        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;
 
@@ -304,6 +321,8 @@ protected:
        v3f m_last_pos;
        u16 m_last_hp;
        Inventory m_last_inventory;
+
+       std::vector<HudElement *> hud;
 };
 
 
@@ -316,6 +335,8 @@ public:
        RemotePlayer(IGameDef *gamedef): Player(gamedef), m_sao(0) {}
        virtual ~RemotePlayer() {}
 
+       void save(std::string savedir);
+
        PlayerSAO *getPlayerSAO()
        { return m_sao; }
        void setPlayerSAO(PlayerSAO *sao)