41ba1a7642
Removed cPlugin_Lua, obviously cPluginManager stores plugins by their (folder)name cPluginManager now scans the Plugins folder for potential plugins and adds them as non-loaded plugins Added a DisablePlugin and LoadPlugin to disable and load plugins on a per-plugin basis instead of all at once cPluginManager::FindPlugins refreshes the plugin list by removing non-existing plugins and adding new plugins Made it incredibly easy to use new plugins from the WebAdmin Exposed some food/hunger related functions in cPlayer to Lua git-svn-id: http://mc-server.googlecode.com/svn/trunk@959 0a769ca7-a7f5-676a-18bf-c427514a06d6
172 lines
5.6 KiB
C++
172 lines
5.6 KiB
C++
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#pragma once
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#include "Pawn.h"
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#include "Inventory.h"
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#include "Defines.h"
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class cGroup;
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class cWindow;
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class cClientHandle;
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class cPlayer : public cPawn //tolua_export
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{ //tolua_export
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public:
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typedef cPawn super;
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CLASS_PROTOTYPE()
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cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
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virtual ~cPlayer();
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virtual void Initialize( cWorld* a_World ); //tolua_export
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void Tick(float a_Dt) override;
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void SetTouchGround( bool a_bTouchGround );
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inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
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double GetEyeHeight(); //tolua_export
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Vector3d GetEyePosition(); //tolua_export
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OBSOLETE
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inline bool GetFlying() { return m_bTouchGround; } //tolua_export
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inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
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inline const double GetStance(void) const { return m_Pos.y + 1.62; } //tolua_export // TODO: Proper stance when crouching etc.
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inline cInventory & GetInventory(void) { return m_Inventory; } //tolua_export
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inline const cInventory & GetInventory(void) const { return m_Inventory; }
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inline const cItem & GetEquippedItem(void) const {return GetInventory().GetEquippedItem(); } // tolua_export
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virtual void TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ ); //tolua_export
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eGameMode GetGameMode(void) const { return m_GameMode; } //tolua_export
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std::string GetIP() { return m_IP; } //tolua_export
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float GetLastBlockActionTime() { return m_LastBlockActionTime; } //tolua_export
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int GetLastBlockActionCnt() { return m_LastBlockActionCnt; } //tolua_export
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void SetLastBlockActionCnt( int ); //tolua_export
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void SetLastBlockActionTime(); //tolua_export
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void SetGameMode( eGameMode a_GameMode ); //tolua_export
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void LoginSetGameMode( eGameMode a_GameMode );
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void SetIP(const AString & a_IP);
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// Tries to move to a new position, with collision checks and stuff
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virtual void MoveTo( const Vector3d & a_NewPos ); //tolua_export
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cWindow* GetWindow() { return m_CurrentWindow; }
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void OpenWindow( cWindow* a_Window );
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void CloseWindow(char a_WindowType);
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cClientHandle * GetClientHandle(void) const { return m_ClientHandle; } //tolua_export
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void SendMessage(const AString & a_Message); //tolua_export
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const AString & GetName(void) const { return m_PlayerName; } //tolua_export
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void SetName(const AString & a_Name) { m_PlayerName = a_Name; } //tolua_export
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typedef std::list< cGroup* > GroupList;
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typedef std::list< std::string > StringList;
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void AddToGroup( const char* a_GroupName ); //tolua_export
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bool CanUseCommand( const char* a_Command ); //tolua_export
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bool HasPermission( const char* a_Permission ); //tolua_export
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const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
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StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
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bool IsInGroup( const char* a_Group ); //tolua_export
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AString GetColor(void) const; //tolua_export
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void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0); //tolua_export
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void Heal( int a_Health ); //tolua_export
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/// Returns true if any food has been consumed, false if player "full"
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bool Feed(short a_Food, float a_Saturation); //tolua_export
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short GetMaxFoodLevel() { return m_MaxFoodLevel; } //tolua_export
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short GetFoodLevel() { return m_FoodLevel; } //tolua_export
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float GetMaxFoodSaturationLevel() { return m_MaxFoodSaturationLevel; } //tolua_export
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float GetFoodSaturationLevel() { return m_FoodSaturationLevel; } //tolua_export
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void AddFoodExhaustion(float a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; } //tolua_export
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void TakeDamage( int a_Damage, cEntity* a_Instigator ); //tolua_export
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void KilledBy( cEntity* a_Killer ); //tolua_export
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void Respawn(); //tolua_export
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void SetVisible( bool a_bVisible ); //tolua_export
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bool IsVisible() { return m_bVisible; } //tolua_export
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bool MoveToWorld( const char* a_WorldName ); //tolua_export
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bool SaveToDisk();
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bool LoadFromDisk();
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void LoadPermissionsFromDisk(); //tolua_export
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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void UseEquippedItem(void);
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void SendHealth();
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// In UI windows, the item that the player is dragging:
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bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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protected:
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virtual void Destroyed();
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typedef std::map< std::string, bool > PermissionMap;
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PermissionMap m_ResolvedPermissions;
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PermissionMap m_Permissions;
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GroupList m_ResolvedGroups;
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GroupList m_Groups;
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std::string m_PlayerName;
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std::string m_LoadedWorldName;
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bool m_bVisible;
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short m_FoodLevel;
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short m_MaxFoodLevel;
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float m_FoodSaturationLevel;
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float m_MaxFoodSaturationLevel;
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float m_FoodExhaustionLevel;
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char m_FoodTickTimer;
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float m_LastGroundHeight;
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bool m_bTouchGround;
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double m_Stance;
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cInventory m_Inventory;
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cWindow * m_CurrentWindow;
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cWindow * m_InventoryWindow;
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float m_TimeLastPickupCheck;
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void ResolvePermissions();
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void ResolveGroups();
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char m_Color;
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float m_LastBlockActionTime;
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int m_LastBlockActionCnt;
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eGameMode m_GameMode;
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std::string m_IP;
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cItem m_DraggingItem;
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long long m_LastPlayerListTime;
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static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second
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cClientHandle* m_ClientHandle;
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}; //tolua_export
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