From 9d25242c5c1411d692254cf910345d51c9a24fa3 Mon Sep 17 00:00:00 2001 From: Ner'zhul Date: Sun, 30 Oct 2016 14:53:26 +0100 Subject: 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 --- src/localplayer.h | 41 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 41 insertions(+) (limited to 'src/localplayer.h') 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; -- cgit v1.2.3