359 lines
13 KiB
C++
359 lines
13 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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// tolua_begin
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class cPlayer :
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public cPawn
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{
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typedef cPawn super;
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public:
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enum
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{
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MAX_HEALTH = 20,
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MAX_FOOD_LEVEL = 20,
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EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
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MAX_AIR_LEVEL = 300,
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DROWNING_TICKS = 10, //number of ticks per heart of damage
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} ;
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// tolua_end
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CLASS_PROTODEF(cPlayer)
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cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
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virtual ~cPlayer();
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virtual bool 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, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
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/// Returns the curently equipped weapon; empty item if none
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virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
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/// Returns the currently equipped helmet; empty item if nonte
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virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
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/// Returns the currently equipped chestplate; empty item if none
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virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
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/// Returns the currently equipped leggings; empty item if none
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virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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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(void) const; // tolua_export
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Vector3d GetEyePosition(void) const; // 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 GetPosY() + 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 TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
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// tolua_begin
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/// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
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eGameMode GetGameMode(void) const { return m_GameMode; }
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/** Sets the gamemode for the player.
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The gamemode may be gmNotSet, in that case the player inherits the world's gamemode.
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Updates the gamemode on the client (sends the packet)
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*/
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void SetGameMode(eGameMode a_GameMode);
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/// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
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bool IsGameModeCreative(void) const;
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/// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world
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bool IsGameModeSurvival(void) const;
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/// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world
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bool IsGameModeAdventure(void) const;
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AString GetIP(void) const { return m_IP; } // tolua_export
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// tolua_end
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void SetIP(const AString & a_IP);
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float GetLastBlockActionTime() { return m_LastBlockActionTime; }
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int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }
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void SetLastBlockActionCnt( int );
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void SetLastBlockActionTime();
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// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
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void LoginSetGameMode(eGameMode a_GameMode);
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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(void) { return m_CurrentWindow; } // tolua_export
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const cWindow * GetWindow(void) const { return m_CurrentWindow; }
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/// Opens the specified window; closes the current one first using CloseWindow()
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void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp
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// tolua_begin
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/// Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true
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void CloseWindow(bool a_CanRefuse = true);
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/// Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow
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void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true);
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cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
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void SendMessage(const AString & a_Message);
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const AString & GetName(void) const { return m_PlayerName; }
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void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
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// tolua_end
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typedef std::list< cGroup* > GroupList;
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typedef std::list< std::string > StringList;
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/// Adds a player to existing group or creates a new group when it doesn't exist
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void AddToGroup( const AString & a_GroupName ); // tolua_export
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/// Removes a player from the group, resolves permissions and group inheritance (case sensitive)
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void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
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bool CanUseCommand( const AString & a_Command ); // tolua_export
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bool HasPermission( const AString & 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 AString & 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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// tolua_begin
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int GetFoodLevel (void) const { return m_FoodLevel; }
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double GetFoodSaturationLevel (void) const { return m_FoodSaturationLevel; }
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int GetFoodTickTimer (void) const { return m_FoodTickTimer; }
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double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
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int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
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int GetAirLevel (void) const { return m_AirLevel; }
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/// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore
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bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); }
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void SetFoodLevel (int a_FoodLevel);
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void SetFoodSaturationLevel (double a_FoodSaturationLevel);
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void SetFoodTickTimer (int a_FoodTickTimer);
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void SetFoodExhaustionLevel (double a_FoodSaturationLevel);
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void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
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/// Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full"
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bool Feed(int a_Food, double a_Saturation);
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/// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values.
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void AddFoodExhaustion(double a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; }
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/// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two
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void FoodPoison(int a_NumTicks);
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/// Returns true if the player is currently in the process of eating the currently equipped item
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bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
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// tolua_end
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/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
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void StartEating(void);
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/// Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets
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void FinishEating(void);
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/// Aborts the current eating operation
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void AbortEating(void);
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virtual void KilledBy(cEntity * a_Killer) override;
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void Respawn(void); // tolua_export
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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bool MoveToWorld(const char * a_WorldName); // tolua_export
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bool SaveToDisk(void);
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bool LoadFromDisk(void);
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void LoadPermissionsFromDisk(void); // 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(void);
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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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// In UI windows, when inventory-painting:
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/// Clears the list of slots that are being inventory-painted. To be used by cWindow only
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void ClearInventoryPaintSlots(void);
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/// Adds a slot to the list for inventory painting. To be used by cWindow only
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void AddInventoryPaintSlot(int a_SlotNum);
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/// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
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const cSlotNums & GetInventoryPaintSlots(void) const;
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// tolua_begin
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/// Returns the current maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account)
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double GetMaxSpeed(void) const;
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/// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
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double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
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/// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
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double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
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/// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
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void SetNormalMaxSpeed(double a_Speed);
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/// Sets the sprinting maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
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void SetSprintingMaxSpeed(double a_Speed);
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/// Sets the crouch status, broadcasts to all visible players
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void SetCrouch(bool a_IsCrouched);
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/// Starts or stops sprinting, sends the max speed update to the client, if needed
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void SetSprint(bool a_IsSprinting);
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// tolua_end
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// cEntity overrides:
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virtual bool IsCrouched (void) const { return m_IsCrouched; }
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virtual bool IsSprinting(void) const { return m_IsSprinting; }
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virtual bool IsRclking (void) const { return IsEating(); }
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protected:
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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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//Player's air level (for swimming)
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int m_AirLevel;
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//used to time ticks between damage taken via drowning/suffocation
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int m_AirTickTimer;
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bool m_bVisible;
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// Food-related variables:
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/// Represents the food bar, one point equals half a "drumstick"
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int m_FoodLevel;
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/// "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel
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double m_FoodSaturationLevel;
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/// Count-up to the healing or damaging action, based on m_FoodLevel
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int m_FoodTickTimer;
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/// A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little
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double m_FoodExhaustionLevel;
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/// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned
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int m_FoodPoisonedTicksRemaining;
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/// Last position that has been recorded for food-related processing:
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Vector3d m_LastFoodPos;
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float m_LastJumpHeight;
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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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cSlotNums m_InventoryPaintSlots;
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/// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default
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double m_NormalMaxSpeed;
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/// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default
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double m_SprintingMaxSpeed;
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bool m_IsCrouched;
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bool m_IsSprinting;
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/// The world tick in which eating will be finished. -1 if not eating
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Int64 m_EatingFinishTick;
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virtual void Destroyed(void);
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/// Filters out damage for creative mode
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virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
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/// Called in each tick to handle food-related processing
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void HandleFood(void);
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/// Called in each tick to handle air-related processing i.e. drowning
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void HandleAir(cChunk & a_Chunk);
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/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
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void ApplyFoodExhaustionFromMovement(cChunk & a_Chunk);
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} ; // tolua_export
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