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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "player.h"
#include "environment.h"
#include "constants.h"
#include "settings.h"
#include <list>

class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
struct collisionMoveResult;

enum LocalPlayerAnimations
{
	NO_ANIM,
	WALK_ANIM,
	DIG_ANIM,
	WD_ANIM
}; // no local animation, walking, digging, both

class LocalPlayer : public Player
{
public:
	LocalPlayer(Client *client, const char *name);
	virtual ~LocalPlayer() = default;

	// Initialize hp to 0, so that no hearts will be shown if server
	// doesn't support health points
	u16 hp = 0;
	bool touching_ground = false;
	// This oscillates so that the player jumps a bit above the surface
	bool in_liquid = false;
	// This is more stable and defines the maximum speed of the player
	bool in_liquid_stable = false;
	// Gets the viscosity of water to calculate friction
	u8 liquid_viscosity = 0;
	bool is_climbing = false;
	bool swimming_vertical = false;
	bool swimming_pitch = false;

	float physics_override_speed = 1.0f;
	float physics_override_jump = 1.0f;
	float physics_override_gravity = 1.0f;
	bool physics_override_sneak = true;
	bool physics_override_sneak_glitch = false;
	// Temporary option for old move code
	bool physics_override_new_move = true;

	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, Environment *env);

	v3s16 getStandingNodePos();
	v3s16 getFootstepNodePos();

	// Used to check if anything changed and prevent sending packets if not
	v3f last_position;
	v3f last_speed;
	float last_pitch = 0.0f;
	float last_yaw = 0.0f;
	unsigned int last_keyPressed = 0;
	u8 last_camera_fov = 0;
	u8 last_wanted_range = 0;

	float camera_impact = 0.0f;

	bool makes_footstep_sound = true;

	int last_animation = NO_ANIM;
	float last_animation_speed = 0.0f;

	std::string hotbar_image = "";
	std::string hotbar_selected_image = "";

	video::SColor light_color = video::SColor(255, 255, 255, 255);

	float hurt_tilt_timer = 0.0f;
	float hurt_tilt_strength = 0.0f;

	GenericCAO *getCAO() const { return m_cao; }

	ClientActiveObject *getParent() const;