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cuberite-2a/source/Player.h
madmaxoft@gmail.com cf87169737 Refactored cInventory to use cItemGrid for the actual Storage
This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-05-24 07:30:39 +00:00

210 lines
6.9 KiB
C++

#pragma once
#include "Pawn.h"
#include "Inventory.h"
#include "Defines.h"
class cGroup;
class cWindow;
class cClientHandle;
// tolua_begin
class cPlayer :
public cPawn
{
typedef cPawn super;
public:
enum
{
MAX_HEALTH = 20,
} ;
// tolua_end
CLASS_PROTODEF(cPlayer)
cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
virtual void Initialize(cWorld * a_World); // tolua_export
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
/// Returns the currently equipped helmet; empty item if nonte
virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
/// Returns the currently equipped chestplate; empty item if none
virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
/// Returns the currently equipped leggings; empty item if none
virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
/// Returns the currently equipped boots; empty item if none
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
void SetTouchGround( bool a_bTouchGround );
inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
double GetEyeHeight(); // tolua_export
Vector3d GetEyePosition(); // tolua_export
inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
inline const double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
inline const cInventory & GetInventory(void) const { return m_Inventory; }
inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
virtual void TeleportTo(double a_PosX, double a_PosY, double a_PosZ) override;
eGameMode GetGameMode(void) const { return m_GameMode; } // tolua_export
std::string GetIP() { return m_IP; } // tolua_export
float GetLastBlockActionTime() { return m_LastBlockActionTime; } // tolua_export
int GetLastBlockActionCnt() { return m_LastBlockActionCnt; } // tolua_export
void SetLastBlockActionCnt( int ); // tolua_export
void SetLastBlockActionTime(); // tolua_export
void SetGameMode( eGameMode a_GameMode ); // tolua_export
void LoginSetGameMode( eGameMode a_GameMode );
void SetIP(const AString & a_IP);
/// Tries to move to a new position, with collision checks and stuff
virtual void MoveTo( const Vector3d & a_NewPos ); // tolua_export
cWindow * GetWindow(void) { return m_CurrentWindow; }
const cWindow * GetWindow(void) const { return m_CurrentWindow; }
void OpenWindow( cWindow* a_Window );
void CloseWindow(char a_WindowType);
cClientHandle * GetClientHandle(void) const { return m_ClientHandle; } // tolua_export
void SendMessage(const AString & a_Message); // tolua_export
const AString & GetName(void) const { return m_PlayerName; } // tolua_export
void SetName(const AString & a_Name) { m_PlayerName = a_Name; } // tolua_export
typedef std::list< cGroup* > GroupList;
typedef std::list< std::string > StringList;
/// Adds a player to existing group or creates a new group when it doesn't exist
void AddToGroup( const AString & a_GroupName ); // tolua_export
/// Removes a player from the group, resolves permissions and group inheritance (case sensitive)
void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
bool CanUseCommand( const AString & a_Command ); // tolua_export
bool HasPermission( const AString & a_Permission ); // tolua_export
const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
bool IsInGroup( const AString & a_Group ); // tolua_export
AString GetColor(void) const; // tolua_export
void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0); // tolua_export
void Heal( int a_Health ); // tolua_export
/// Returns true if any food has been consumed, false if player "full"
bool Feed(short a_Food, float a_Saturation); // tolua_export
short GetMaxFoodLevel() { return m_MaxFoodLevel; } // tolua_export
short GetFoodLevel() { return m_FoodLevel; } // tolua_export
float GetMaxFoodSaturationLevel() { return m_MaxFoodSaturationLevel; } // tolua_export
float GetFoodSaturationLevel() { return m_FoodSaturationLevel; } // tolua_export
void AddFoodExhaustion(float a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; } // tolua_export
virtual void KilledBy(cPawn * a_Killer) override;
void Respawn(void); // tolua_export
void SetVisible( bool a_bVisible ); // tolua_export
bool IsVisible(void) const { return m_bVisible; } // tolua_export
bool MoveToWorld(const char * a_WorldName ); // tolua_export
bool SaveToDisk(void);
bool LoadFromDisk(void);
void LoadPermissionsFromDisk(void); // tolua_export
const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
void UseEquippedItem(void);
void SendHealth();
// In UI windows, the item that the player is dragging:
bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
cItem & GetDraggingItem(void) {return m_DraggingItem; }
protected:
virtual void Destroyed();
typedef std::map< std::string, bool > PermissionMap;
PermissionMap m_ResolvedPermissions;
PermissionMap m_Permissions;
GroupList m_ResolvedGroups;
GroupList m_Groups;
std::string m_PlayerName;
std::string m_LoadedWorldName;
bool m_bVisible;
short m_FoodLevel;
short m_MaxFoodLevel;
float m_FoodSaturationLevel;
float m_MaxFoodSaturationLevel;
float m_FoodExhaustionLevel;
char m_FoodTickTimer;
float m_LastJumpHeight;
float m_LastGroundHeight;
bool m_bTouchGround;
double m_Stance;
cInventory m_Inventory;
cWindow * m_CurrentWindow;
cWindow * m_InventoryWindow;
float m_TimeLastPickupCheck;
void ResolvePermissions();
void ResolveGroups();
char m_Color;
float m_LastBlockActionTime;
int m_LastBlockActionCnt;
eGameMode m_GameMode;
std::string m_IP;
cItem m_DraggingItem;
long long m_LastPlayerListTime;
static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second
cClientHandle* m_ClientHandle;
/// Filters out damage for creative mode
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
} ; // tolua_export