/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ #ifndef LOCALPLAYER_HEADER #define LOCALPLAYER_HEADER #include "player.h" #include "environment.h" #include 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(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 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; void move(f32 dtime, Environment *env, f32 pos_max_d); void move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info); void applyControl(float dtime); v3s16 getStandingNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; float last_pitch; float last_yaw; unsigned int last_keyPressed; u8 last_camera_fov; u8 last_wanted_range; float camera_impact; int last_animation; float last_animation_speed; std::string hotbar_image; std::string hotbar_selected_image; video::SColor light_color; float hurt_tilt_timer; float hurt_tilt_strength; GenericCAO* getCAO() const { return m_cao; } void setCAO(GenericCAO* toset) { assert( m_cao == NULL ); // Pre-condition 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; 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; 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 bool m_sneak_node_exists; // Whether recalculation of the sneak node 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; // Node below player, used to determine whether it has been removed, // and its old type 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_client; }; #endif