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80 lines
2.0 KiB
C++
80 lines
2.0 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 ClientEnvironment;
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class ClientActiveObject;
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer(IGameDef *gamedef);
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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, ClientEnvironment *env, f32 pos_max_d,
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std::list<CollisionInfo> *collision_info);
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void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
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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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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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};
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#endif
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