Use configured bind_address for HTTPFetch
[oweals/minetest.git] / src / player.h
index 496c99532d8fe4bfca2f7b1e53c248ad2add675f..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
 
@@ -87,6 +88,8 @@ class Map;
 class IGameDef;
 struct CollisionInfo;
 class PlayerSAO;
+struct HudElement;
+class Environment;
 
 class Player
 {
@@ -95,7 +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()
@@ -159,6 +165,16 @@ public:
                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;
@@ -179,6 +195,19 @@ public:
                return m_name;
        }
 
+       core::aabbox3d<f32> getCollisionbox() {
+               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()
@@ -192,7 +221,24 @@ public:
                deSerialize stops reading exactly at the right point.
        */
        void serialize(std::ostream &os);
-       void deSerialize(std::istream &is);
+       void deSerialize(std::istream &is, std::string playername);
+
+       bool checkModified()
+       {
+               if(m_last_hp != hp || m_last_pitch != m_pitch ||
+                               m_last_pos != m_position || m_last_yaw != m_yaw ||
+                               !(inventory == m_last_inventory))
+               {
+                       m_last_hp = hp;
+                       m_last_pitch = m_pitch;
+                       m_last_pos = m_position;
+                       m_last_yaw = m_yaw;
+                       m_last_inventory = inventory;
+                       return true;
+               } else {
+                       return false;
+               }
+       }
 
        bool touching_ground;
        // This oscillates so that the player jumps a bit above the surface
@@ -222,13 +268,22 @@ public:
        f32 movement_liquid_sink;
        f32 movement_gravity;
 
+       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;
 
        float hurt_tilt_timer;
        float hurt_tilt_strength;
 
        u16 peer_id;
-       
+
        std::string inventory_formspec;
        
        PlayerControl control;
@@ -238,17 +293,39 @@ public:
        }
        
        u32 keyPressed;
+       
 
+       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_position;
+       core::aabbox3d<f32> m_collisionbox;
+
+       f32 m_last_pitch;
+       f32 m_last_yaw;
+       v3f m_last_pos;
+       u16 m_last_hp;
+       Inventory m_last_inventory;
+
+       std::vector<HudElement *> hud;
 };
 
+
 /*
        Player on the server
 */
@@ -258,6 +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)