X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Flocalplayer.h;h=b48dacdb7674c7085a199e6975d74b0deace0eb4;hb=984e063374c032ed17764931fd00c19afb92ebb9;hp=3ae0c4e51d29566ffa04af1e19638df7598767f4;hpb=3a74b84007f2c0f0690524459cc935616f8805d2;p=oweals%2Fminetest.git diff --git a/src/localplayer.h b/src/localplayer.h index 3ae0c4e51..b48dacdb7 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -21,28 +21,43 @@ with this program; if not, write to the Free Software Foundation, Inc., #define LOCALPLAYER_HEADER #include "player.h" +#include "environment.h" #include +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, const char *name); + 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; v3f overridePosition; @@ -53,6 +68,7 @@ public: void applyControl(float dtime); v3s16 getStandingNodePos(); + v3s16 getFootstepNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; @@ -60,6 +76,8 @@ public: float last_pitch; float last_yaw; unsigned int last_keyPressed; + u8 last_camera_fov; + u8 last_wanted_range; float camera_impact; @@ -71,6 +89,9 @@ public: video::SColor light_color; + float hurt_tilt_timer; + float hurt_tilt_strength; + GenericCAO* getCAO() const { return m_cao; } @@ -80,10 +101,40 @@ public: 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: void accelerateHorizontal(const v3f &target_speed, const f32 max_increase); void accelerateVertical(const v3f &target_speed, const f32 max_increase); + v3f m_position; // This is used for determining the sneaking range v3s16 m_sneak_node; // Whether the player is allowed to sneak @@ -98,8 +149,14 @@ private: v3s16 m_old_node_below; std::string m_old_node_below_type; 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