forked from Mirrorlandia_minetest/minetest
f9fdb48dc8
Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
177 lines
4.6 KiB
C++
177 lines
4.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef LOCALPLAYER_HEADER
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#define LOCALPLAYER_HEADER
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#include "player.h"
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#include "environment.h"
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#include <list>
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class Client;
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class Environment;
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class GenericCAO;
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class ClientActiveObject;
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class IGameDef;
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enum LocalPlayerAnimations
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{
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NO_ANIM,
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WALK_ANIM,
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DIG_ANIM,
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WD_ANIM
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}; // no local animation, walking, digging, both
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer(Client *client, const char *name);
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virtual ~LocalPlayer();
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ClientActiveObject *parent;
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u16 hp;
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bool isAttached;
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid;
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// This is more stable and defines the maximum speed of the player
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bool in_liquid_stable;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity;
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bool is_climbing;
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bool swimming_vertical;
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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bool physics_override_sneak;
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bool physics_override_sneak_glitch;
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// Temporary option for old move code
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bool physics_override_new_move;
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v3f overridePosition;
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void move(f32 dtime, Environment *env, f32 pos_max_d);
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void move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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// Temporary option for old move code
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void old_move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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v3s16 getFootstepNodePos();
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// Used to check if anything changed and prevent sending packets if not
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v3f last_position;
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v3f last_speed;
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float last_pitch;
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float last_yaw;
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unsigned int last_keyPressed;
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u8 last_camera_fov;
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u8 last_wanted_range;
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float camera_impact;
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int last_animation;
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float last_animation_speed;
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std::string hotbar_image;
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std::string hotbar_selected_image;
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video::SColor light_color;
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float hurt_tilt_timer;
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float hurt_tilt_strength;
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GenericCAO *getCAO() const { return m_cao; }
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void setCAO(GenericCAO *toset)
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{
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assert(m_cao == NULL); // Pre-condition
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m_cao = toset;
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}
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u32 maxHudId() const { return hud.size(); }
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u16 getBreath() const { return m_breath; }
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void setBreath(u16 breath) { m_breath = breath; }
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v3s16 getLightPosition() const;
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void setYaw(f32 yaw) { m_yaw = yaw; }
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f32 getYaw() const { return m_yaw; }
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void setPitch(f32 pitch) { m_pitch = pitch; }
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f32 getPitch() const { return m_pitch; }
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inline void setPosition(const v3f &position)
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{
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m_position = position;
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m_sneak_node_exists = false;
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}
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v3f getPosition() const { return m_position; }
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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v3f m_position;
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v3s16 m_sneak_node;
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// Stores the max player uplift by m_sneak_node
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// To support temporary option for old move code
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f32 m_sneak_node_bb_ymax;
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// Stores the top bounding box of m_sneak_node
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aabb3f m_sneak_node_bb_top;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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// Whether recalculation of m_sneak_node and its top bbox is needed
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bool m_need_to_get_new_sneak_node;
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// Whether a "sneak ladder" structure is detected at the players pos
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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bool m_sneak_ladder_detected;
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// Whether a 2-node-up ledge is detected at the players pos,
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// see detectLedge() in the .cpp for more info (always false if disabled).
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bool m_ledge_detected;
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below;
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std::string m_old_node_below_type;
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bool m_can_jump;
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u16 m_breath;
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f32 m_yaw;
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f32 m_pitch;
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bool camera_barely_in_ceiling;
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aabb3f m_collisionbox;
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GenericCAO *m_cao;
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Client *m_client;
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};
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#endif
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