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authorShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
committerShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
commitcaecdb681c428c1aab9c0f7eec2570c0460f995c (patch)
treee5115982ea59bbf2343ba9b35bc4a0cfbb56f407 /src/localplayer.h
parent81d56b94919dceb7b2e51d70b21a7ca22f852bd5 (diff)
parent80dc961d24e1964e25d57039ddb2ba639f9f4d22 (diff)
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Merge 0.4.16 into stable-0.4
Diffstat (limited to 'src/localplayer.h')
-rw-r--r--src/localplayer.h77
1 files changed, 43 insertions, 34 deletions
diff --git a/src/localplayer.h b/src/localplayer.h
index 7a1cb7466..9cbefae23 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -30,18 +30,23 @@ class GenericCAO;
class ClientActiveObject;
class IGameDef;
-enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
+enum LocalPlayerAnimations
+{
+ NO_ANIM,
+ WALK_ANIM,
+ DIG_ANIM,
+ WD_ANIM
+}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
- LocalPlayer(Client *gamedef, const char *name);
+ LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer();
ClientActiveObject *parent;
u16 hp;
- bool got_teleported;
bool isAttached;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
@@ -58,16 +63,22 @@ public:
float physics_override_gravity;
bool physics_override_sneak;
bool physics_override_sneak_glitch;
+ // Temporary option for old move code
+ bool physics_override_new_move;
v3f overridePosition;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
+ // Temporary option for old move code
+ void old_move(f32 dtime, Environment *env, f32 pos_max_d,
+ std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime);
v3s16 getStandingNodePos();
+ v3s16 getFootstepNodePos();
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
@@ -80,6 +91,8 @@ public:
float camera_impact;
+ bool makes_footstep_sound;
+
int last_animation;
float last_animation_speed;
@@ -91,12 +104,11 @@ public:
float hurt_tilt_timer;
float hurt_tilt_strength;
- GenericCAO* getCAO() const {
- return m_cao;
- }
+ GenericCAO *getCAO() const { return m_cao; }
- void setCAO(GenericCAO* toset) {
- assert( m_cao == NULL ); // Pre-condition
+ void setCAO(GenericCAO *toset)
+ {
+ assert(m_cao == NULL); // Pre-condition
m_cao = toset;
}
@@ -105,51 +117,49 @@ public:
u16 getBreath() const { return m_breath; }
void setBreath(u16 breath) { m_breath = breath; }
- v3s16 getLightPosition() const
- {
- return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
- }
+ v3s16 getLightPosition() const;
- void setYaw(f32 yaw)
- {
- m_yaw = yaw;
- }
+ void setYaw(f32 yaw) { m_yaw = yaw; }
f32 getYaw() const { return m_yaw; }
- void setPitch(f32 pitch)
- {
- m_pitch = pitch;
- }
+ void setPitch(f32 pitch) { m_pitch = pitch; }
f32 getPitch() const { return m_pitch; }
- void setPosition(const v3f &position)
+ inline void setPosition(const v3f &position)
{
m_position = position;
+ m_sneak_node_exists = false;
}
v3f getPosition() const { return m_position; }
v3f getEyePosition() const { return m_position + getEyeOffset(); }
- v3f getEyeOffset() const
- {
- float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
- return v3f(0, BS * eye_height, 0);
- }
+ 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;
+ // Stores the max player uplift by m_sneak_node
+ // To support temporary option for old move code
+ f32 m_sneak_node_bb_ymax;
+ // Stores the top bounding box of m_sneak_node
+ aabb3f m_sneak_node_bb_top;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
- // Whether recalculation of the sneak node is needed
+ // Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node;
- // Stores the max player uplift by m_sneak_node and is updated
- // when m_need_to_get_new_sneak_node == true
- f32 m_sneak_node_bb_ymax;
+ // Whether a "sneak ladder" structure is detected at the players pos
+ // see detectSneakLadder() in the .cpp for more info (always false if disabled)
+ bool m_sneak_ladder_detected;
+ // Whether a 2-node-up ledge is detected at the players pos,
+ // see detectLedge() in the .cpp for more info (always false if disabled).
+ bool m_ledge_detected;
+
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below;
@@ -161,9 +171,8 @@ private:
bool camera_barely_in_ceiling;
aabb3f m_collisionbox;
- GenericCAO* m_cao;
- Client *m_gamedef;
+ GenericCAO *m_cao;
+ Client *m_client;
};
#endif
-