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https://github.com/minetest/minetest.git
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9b551d5cbc
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
103 lines
2.4 KiB
C++
103 lines
2.4 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 <list>
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class Environment;
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class GenericCAO;
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class ClientActiveObject;
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enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // 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(IGameDef *gamedef, const char *name);
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virtual ~LocalPlayer();
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bool isLocal() const
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{
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return true;
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}
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ClientActiveObject *parent;
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bool isAttached;
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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::list<CollisionInfo> *collision_info);
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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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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float camera_impact;
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v3f eye_offset_first;
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v3f eye_offset_third;
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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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GenericCAO* getCAO() const {
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return m_cao;
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}
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void setCAO(GenericCAO* toset) {
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assert( m_cao == NULL );
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m_cao = toset;
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}
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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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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// Whether recalculation of the sneak node is needed
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bool m_need_to_get_new_sneak_node;
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bool m_can_jump;
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GenericCAO* m_cao;
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};
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#endif
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