#include "common_irrlicht.h"
#include "inventory.h"
-#include "collision.h"
#define PLAYERNAME_SIZE 20
class Map;
class IGameDef;
+struct CollisionInfo;
class Player
{
return m_yaw;
}
- virtual void updateName(const char *name)
+ f32 getRadPitch()
{
- snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+ return -1.0 * m_pitch * core::DEGTORAD;
}
- virtual void wieldItem(u16 item);
- virtual const InventoryItem *getWieldItem() const
+ f32 getRadYaw()
{
- const InventoryList *list = inventory.getList("main");
- if (list)
- return list->getItem(m_selected_item);
- return NULL;
+ return (m_yaw + 90.) * core::DEGTORAD;
}
- const char * getName()
+ virtual void updateName(const char *name)
+ {
+ snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
+ }
+
+ const char * getName() const
{
return m_name;
}
// Actual inventory is backed up here when creative mode is used
Inventory *inventory_backup;
- bool craftresult_is_preview;
-
u16 hp;
u16 peer_id;
IGameDef *m_gamedef;
char m_name[PLAYERNAME_SIZE];
- u16 m_selected_item;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
void move(f32 dtime, Map &map, f32 pos_max_d);
void applyControl(float dtime);
+
+ v3s16 getStandingNodePos();
PlayerControl control;