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-rw-r--r--src/localplayer.h75
1 files changed, 69 insertions, 6 deletions
diff --git a/src/localplayer.h b/src/localplayer.h
index 3ae0c4e51..7a1cb7466 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 <list>
+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 *gamedef, 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;
@@ -60,6 +75,8 @@ public:
float last_pitch;
float last_yaw;
unsigned int last_keyPressed;
+ u8 last_camera_fov;
+ u8 last_wanted_range;
float camera_impact;
@@ -71,6 +88,9 @@ public:
video::SColor light_color;
+ float hurt_tilt_timer;
+ float hurt_tilt_strength;
+
GenericCAO* getCAO() const {
return m_cao;
}
@@ -80,10 +100,47 @@ 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
+ {
+ 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
@@ -98,8 +155,14 @@ 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_gamedef;
};
#endif