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RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)

* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
This commit is contained in:
Loic Blot 2016-10-08 17:56:38 +02:00 committed by Ner'zhul
parent edba6e50d9
commit 7bbd716426
9 changed files with 255 additions and 292 deletions

View file

@ -21,8 +21,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define LOCALPLAYER_HEADER
#include "player.h"
#include "environment.h"
#include <list>
class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
@ -32,7 +34,7 @@ enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local
class LocalPlayer : public Player
{
public:
LocalPlayer(IGameDef *gamedef, const char *name);
LocalPlayer(Client *gamedef, const char *name);
virtual ~LocalPlayer();
bool isLocal() const
@ -42,7 +44,23 @@ public:
ClientActiveObject *parent;
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;
@ -71,6 +89,9 @@ public:
video::SColor light_color;
float hurt_tilt_timer;
float hurt_tilt_strength;
GenericCAO* getCAO() const {
return m_cao;
}
@ -102,6 +123,7 @@ private:
bool m_can_jump;
GenericCAO* m_cao;
Client *m_gamedef;
};
#endif