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authorNer'zhul <nerzhul@users.noreply.github.com>2016-10-30 14:53:26 +0100
committerGitHub <noreply@github.com>2016-10-30 14:53:26 +0100
commit9d25242c5c1411d692254cf910345d51c9a24fa3 (patch)
treeedec8475b32562379d463757e77031bdc994e971 /src/localplayer.h
parentd43326021a9a7def27773ed1f7ec01992ed3abf6 (diff)
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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
Diffstat (limited to 'src/localplayer.h')
-rw-r--r--src/localplayer.h41
1 files changed, 41 insertions, 0 deletions
diff --git a/src/localplayer.h b/src/localplayer.h
index eb727d7e3..749f8f8ce 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -40,6 +40,7 @@ public:
ClientActiveObject *parent;
+ u16 hp;
bool got_teleported;
bool isAttached;
bool touching_ground;
@@ -99,10 +100,45 @@ public:
u32 maxHudId() const { return hud.size(); }
+ 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);
+ }
+
+ 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
+ {
+ float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
+ return v3f(0, BS * eye_height, 0);
+ }
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
@@ -117,6 +153,11 @@ 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_gamedef;