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cuberite-2a/source/Entities/Player.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Player.h"
#include "../Server.h"
#include "../ClientHandle.h"
#include "../UI/Window.h"
#include "../UI/WindowOwner.h"
#include "../World.h"
#include "Pickup.h"
#include "../PluginManager.h"
#include "../BlockEntities/BlockEntity.h"
#include "../GroupManager.h"
#include "../Group.h"
#include "../ChatColor.h"
#include "../Item.h"
#include "../Tracer.h"
#include "../Root.h"
#include "../OSSupport/Timer.h"
#include "../MersenneTwister.h"
#include "../Chunk.h"
#include "../Items/ItemHandler.h"
#include "../Vector3d.h"
#include "../Vector3f.h"
#include "../../iniFile/iniFile.h"
#include <json/json.h>
#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
: super(etPlayer, 0.6, 1.8)
, m_GameMode(eGameMode_NotSet)
, m_IP("")
, m_LastBlockActionTime( 0 )
, m_LastBlockActionCnt( 0 )
, m_AirLevel( MAX_AIR_LEVEL )
, m_AirTickTimer( DROWNING_TICKS )
, m_bVisible( true )
, m_LastGroundHeight( 0 )
, m_bTouchGround( false )
, m_Stance( 0.0 )
, m_Inventory(*this)
, m_CurrentWindow(NULL)
, m_InventoryWindow(NULL)
, m_TimeLastPickupCheck( 0.f )
, m_Color('-')
, m_ClientHandle( a_Client )
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, m_FoodLevel(MAX_FOOD_LEVEL)
, m_FoodSaturationLevel(5)
, m_FoodTickTimer(0)
, m_FoodExhaustionLevel(0)
, m_FoodPoisonedTicksRemaining(0)
, m_NormalMaxSpeed(0.1)
, m_SprintingMaxSpeed(0.13)
, m_IsCrouched(false)
, m_IsSprinting(false)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_EatingFinishTick(-1)
, m_IsChargingBow(false)
, m_BowCharge(0)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
this, GetUniqueID()
);
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
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SetMaxHealth(MAX_HEALTH);
m_Health = MAX_HEALTH;
cTimer t1;
m_LastPlayerListTime = t1.GetNowTime();
m_TimeLastTeleportPacket = 0;
m_TimeLastPickupCheck = 0;
m_PlayerName = a_PlayerName;
m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if (!LoadFromDisk())
{
m_Inventory.Clear();
SetPosX(cRoot::Get()->GetDefaultWorld()->GetSpawnX());
SetPosY(cRoot::Get()->GetDefaultWorld()->GetSpawnY());
SetPosZ(cRoot::Get()->GetDefaultWorld()->GetSpawnZ());
LOGD("Player \"%s\" is connecting for the first time, spawning at default world spawn {%.2f, %.2f, %.2f}",
a_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ()
);
}
m_LastJumpHeight = (float)(GetPosY());
m_LastGroundHeight = (float)(GetPosY());
m_Stance = GetPosY() + 1.62;
cRoot::Get()->GetServer()->PlayerCreated(this);
}
cPlayer::~cPlayer(void)
{
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", m_PlayerName.c_str(), this, GetUniqueID());
// Notify the server that the player is being destroyed
cRoot::Get()->GetServer()->PlayerDestroying(this);
SaveToDisk();
m_World->RemovePlayer( this );
m_ClientHandle = NULL;
delete m_InventoryWindow;
LOGD("Player %p deleted", this);
}
bool cPlayer::Initialize(cWorld * a_World)
{
ASSERT(a_World != NULL);
if (super::Initialize(a_World))
{
// Remove the client handle from the server, it will be ticked from this object from now on
if (m_ClientHandle != NULL)
{
cRoot::Get()->GetServer()->ClientMovedToWorld(m_ClientHandle);
}
GetWorld()->AddPlayer(this);
return true;
}
return false;
}
void cPlayer::Destroyed()
{
CloseWindow(false);
m_ClientHandle = NULL;
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
if (!m_bVisible || (m_ClientHandle == (&a_Client)))
{
return;
}
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntityHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots() );
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings() );
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate() );
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet() );
}
void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
{
if (m_ClientHandle != NULL)
{
if (m_ClientHandle->IsDestroyed())
{
// This should not happen, because destroying a client will remove it from the world, but just in case
m_ClientHandle = NULL;
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything
return;
}
}
if (!a_Chunk.IsValid())
{
// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
super::Tick(a_Dt, a_Chunk);
// Set player swimming state
SetSwimState(a_Chunk);
// Handle air drowning stuff
HandleAir();
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
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if (m_bDirtyPosition)
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement();
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
BroadcastMovementUpdate(m_ClientHandle);
m_ClientHandle->StreamChunks();
}
else
{
BroadcastMovementUpdate(m_ClientHandle);
}
if (m_Health > 0) // make sure player is alive
{
m_World->CollectPickupsByPlayer(this);
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
{
FinishEating();
}
HandleFood();
}
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
cTimer t1;
if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
{
m_World->SendPlayerList(this);
m_LastPlayerListTime = t1.GetNowTime();
}
}
void cPlayer::StartChargingBow(void)
{
LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
m_IsChargingBow = true;
m_BowCharge = 0;
}
int cPlayer::FinishChargingBow(void)
{
LOGD("Player \"%s\" finished charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
int res = m_BowCharge;
m_IsChargingBow = false;
m_BowCharge = 0;
return res;
}
void cPlayer::CancelChargingBow(void)
{
LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
m_IsChargingBow = false;
m_BowCharge = 0;
}
void cPlayer::SetTouchGround(bool a_bTouchGround)
{
// If just
m_bTouchGround = a_bTouchGround;
if (!m_bTouchGround)
{
if (GetPosY() > m_LastJumpHeight)
{
m_LastJumpHeight = (float)GetPosY();
}
cWorld * World = GetWorld();
if ((GetPosY() >= 0) && (GetPosY() < 256))
{
BLOCKTYPE BlockType = World->GetBlock( float2int(GetPosX()), float2int(GetPosY()), float2int(GetPosZ()) );
if (BlockType != E_BLOCK_AIR)
{
// LOGD("TouchGround set to true by server");
m_bTouchGround = true;
}
if (
(BlockType == E_BLOCK_WATER) ||
(BlockType == E_BLOCK_STATIONARY_WATER) ||
(BlockType == E_BLOCK_LADDER) ||
(BlockType == E_BLOCK_VINES)
)
{
// LOGD("Water / Ladder / Torch");
m_LastGroundHeight = (float)GetPosY();
}
}
}
if (m_bTouchGround)
{
float Dist = (float)(m_LastGroundHeight - floor(GetPosY()));
int Damage = (int)(Dist - 3.f);
if(m_LastJumpHeight > m_LastGroundHeight) Damage++;
m_LastJumpHeight = (float)GetPosY();
if (Damage > 0)
{
TakeDamage(dtFalling, NULL, Damage, Damage, 0);
}
m_LastGroundHeight = (float)GetPosY();
}
}
void cPlayer::Heal(int a_Health)
{
if (m_Health < GetMaxHealth())
{
m_Health = (short)std::min((int)a_Health + m_Health, (int)GetMaxHealth());
SendHealth();
}
}
void cPlayer::SetFoodLevel(int a_FoodLevel)
{
m_FoodLevel = std::max(0, std::min(a_FoodLevel, (int)MAX_FOOD_LEVEL));
SendHealth();
}
void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel)
{
m_FoodSaturationLevel = std::max(0.0, std::min(a_FoodSaturationLevel, (double)m_FoodLevel));
}
void cPlayer::SetFoodTickTimer(int a_FoodTickTimer)
{
m_FoodTickTimer = a_FoodTickTimer;
}
void cPlayer::SetFoodExhaustionLevel(double a_FoodExhaustionLevel)
{
m_FoodExhaustionLevel = std::max(0.0, std::min(a_FoodExhaustionLevel, 4.0));
}
void cPlayer::SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining)
{
m_FoodPoisonedTicksRemaining = a_FoodPoisonedTicksRemaining;
}
bool cPlayer::Feed(int a_Food, double a_Saturation)
{
if (m_FoodLevel >= MAX_FOOD_LEVEL)
{
return false;
}
m_FoodLevel = std::min(a_Food + m_FoodLevel, (int)MAX_FOOD_LEVEL);
m_FoodSaturationLevel = std::min(m_FoodSaturationLevel + a_Saturation, (double)m_FoodLevel);
SendHealth();
return true;
}
void cPlayer::FoodPoison(int a_NumTicks)
{
bool HasBeenFoodPoisoned = (m_FoodPoisonedTicksRemaining > 0);
m_FoodPoisonedTicksRemaining = std::max(m_FoodPoisonedTicksRemaining, a_NumTicks);
if (!HasBeenFoodPoisoned)
{
// TODO: Send the poisoning indication to the client - how?
SendHealth();
}
}
void cPlayer::StartEating(void)
{
// Set the timer:
m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS;
// Send the packets:
m_World->BroadcastPlayerAnimation(*this, 5);
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::FinishEating(void)
{
// Reset the timer:
m_EatingFinishTick = -1;
// Send the packets:
m_ClientHandle->SendEntityStatus(*this, ENTITY_STATUS_EATING_ACCEPTED);
m_World->BroadcastPlayerAnimation(*this, 0);
m_World->BroadcastEntityMetadata(*this);
// consume the item:
cItem Item(GetEquippedItem());
Item.m_ItemCount = 1;
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Item.m_ItemType);
if (!ItemHandler->EatItem(this, &Item))
{
return;
}
ItemHandler->OnFoodEaten(m_World, this, &Item);
GetInventory().RemoveOneEquippedItem();
//if the food is mushroom soup, return a bowl to the inventory
if( Item.m_ItemType == E_ITEM_MUSHROOM_SOUP ) {
cItem emptyBowl(E_ITEM_BOWL, 1, 0, "");
GetInventory().AddItem(emptyBowl, true, true);
}
}
void cPlayer::AbortEating(void)
{
m_EatingFinishTick = -1;
m_World->BroadcastPlayerAnimation(*this, 0);
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SendHealth(void)
{
if (m_ClientHandle != NULL)
{
m_ClientHandle->SendHealth();
}
}
void cPlayer::ClearInventoryPaintSlots(void)
{
// Clear the list of slots that are being inventory-painted. Used by cWindow only
m_InventoryPaintSlots.clear();
}
void cPlayer::AddInventoryPaintSlot(int a_SlotNum)
{
// Add a slot to the list for inventory painting. Used by cWindow only
m_InventoryPaintSlots.push_back(a_SlotNum);
}
const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
{
// Return the list of slots currently stored for inventory painting. Used by cWindow only
return m_InventoryPaintSlots;
}
double cPlayer::GetMaxSpeed(void) const
{
return m_IsSprinting ? m_SprintingMaxSpeed : m_NormalMaxSpeed;
}
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
if (!m_IsSprinting)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
if (m_IsSprinting)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetCrouch(bool a_IsCrouched)
{
// Set the crouch status, broadcast to all visible players
if (a_IsCrouched == m_IsCrouched)
{
// No change
return;
}
m_IsCrouched = a_IsCrouched;
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SetSprint(bool a_IsSprinting)
{
if (a_IsSprinting == m_IsSprinting)
{
// No change
return;
}
m_IsSprinting = a_IsSprinting;
m_ClientHandle->SendPlayerMaxSpeed();
}
void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
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if (a_TDI.DamageType != dtInVoid)
{
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if (IsGameModeCreative())
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{
// No damage / health in creative mode
return;
}
}
super::DoTakeDamage(a_TDI);
// Any kind of damage adds food exhaustion
AddFoodExhaustion(0.3f);
SendHealth();
}
void cPlayer::KilledBy(cEntity * a_Killer)
{
super::KilledBy(a_Killer);
if (m_Health > 0)
{
return; // not dead yet =]
}
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
cItems Pickups;
m_Inventory.CopyToItems(Pickups);
m_Inventory.Clear();
m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10);
SaveToDisk(); // Save it, yeah the world is a tough place !
}
void cPlayer::Respawn(void)
{
m_Health = GetMaxHealth();
// Reset food level:
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m_FoodLevel = MAX_FOOD_LEVEL;
m_FoodSaturationLevel = 5;
m_ClientHandle->SendRespawn();
// Extinguish the fire:
StopBurning();
TeleportToCoords(GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ());
SetVisible(true);
}
double cPlayer::GetEyeHeight(void) const
{
return m_Stance;
}
Vector3d cPlayer::GetEyePosition(void) const
{
return Vector3d( GetPosX(), m_Stance, GetPosZ() );
}
bool cPlayer::IsGameModeCreative(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Creative
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Creative
}
bool cPlayer::IsGameModeSurvival(void) const
{
return (m_GameMode == gmSurvival) || // Either the player is explicitly in Survival
((m_GameMode == gmNotSet) && m_World->IsGameModeSurvival()); // or they inherit from the world and the world is Survival
}
bool cPlayer::IsGameModeAdventure(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Adventure
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Adventure
}
void cPlayer::OpenWindow(cWindow * a_Window)
{
if (a_Window != m_CurrentWindow)
{
CloseWindow(false);
}
a_Window->OpenedByPlayer(*this);
m_CurrentWindow = a_Window;
a_Window->SendWholeWindow(*GetClientHandle());
}
void cPlayer::CloseWindow(bool a_CanRefuse)
{
if (m_CurrentWindow == NULL)
{
m_CurrentWindow = m_InventoryWindow;
return;
}
if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse)
{
// Close accepted, go back to inventory window (the default):
m_CurrentWindow = m_InventoryWindow;
}
else
{
// Re-open the window
m_CurrentWindow->OpenedByPlayer(*this);
m_CurrentWindow->SendWholeWindow(*GetClientHandle());
}
}
void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse)
{
if ((m_CurrentWindow == NULL) || (m_CurrentWindow->GetWindowID() != a_WindowID))
{
return;
}
CloseWindow();
}
void cPlayer::SetLastBlockActionTime()
{
if (m_World != NULL)
{
m_LastBlockActionTime = m_World->GetWorldAge() / 20.0f;
}
}
void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
m_LastBlockActionCnt = a_LastBlockActionCnt;
}
void cPlayer::SetGameMode(eGameMode a_GameMode)
{
if ((a_GameMode < gmMin) || (a_GameMode >= gmMax))
{
LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode);
return;
}
if (m_GameMode == a_GameMode)
{
// Gamemode already set
return;
}
m_GameMode = a_GameMode;
m_ClientHandle->SendGameMode(a_GameMode);
}
void cPlayer::LoginSetGameMode( eGameMode a_GameMode )
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP(const AString & a_IP)
{
m_IP = a_IP;
}
void cPlayer::SendMessage(const AString & a_Message)
{
m_ClientHandle->SendChat(a_Message);
}
void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
SetPosition( a_PosX, a_PosY, a_PosZ );
m_LastGroundHeight = (float)a_PosY;
m_World->BroadcastTeleportEntity(*this, GetClientHandle());
m_ClientHandle->SendPlayerMoveLook();
}
Vector3d cPlayer::GetThrowStartPos(void) const
{
Vector3d res = GetEyePosition();
// Adjust the position to be just outside the player's bounding box:
res.x += 0.16 * cos(GetPitch());
res.y += -0.1;
res.z += 0.16 * sin(GetPitch());
return res;
}
Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
{
Vector3d res = GetLookVector();
res.Normalize();
// TODO: Add a slight random change (+-0.0075 in each direction)
return res * a_SpeedCoeff;
}
void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
if ((a_NewPos.y < -990) && (GetPosY() > -100))
{
// When attached to an entity, the client sends position packets with weird coords:
// Y = -999 and X, Z = attempting to create speed, usually up to 0.03
// We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while
// the client may still send more of these nonsensical packets.
if (m_AttachedTo != NULL)
{
Vector3d AddSpeed(a_NewPos);
AddSpeed.y = 0;
m_AttachedTo->AddSpeed(AddSpeed);
}
return;
}
// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
SetPosition( a_NewPos );
SetStance(a_NewPos.y + 1.62);
}
void cPlayer::SetVisible(bool a_bVisible)
{
if (a_bVisible && !m_bVisible) // Make visible
{
m_bVisible = true;
m_World->BroadcastSpawnEntity(*this);
}
if (!a_bVisible && m_bVisible)
{
m_bVisible = false;
m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
}
}
void cPlayer::AddToGroup( const AString & a_GroupName )
{
cGroup* Group = cRoot::Get()->GetGroupManager()->GetGroup( a_GroupName );
m_Groups.push_back( Group );
LOGD("Added %s to group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
void cPlayer::RemoveFromGroup( const AString & a_GroupName )
{
bool bRemoved = false;
for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
{
if( (*itr)->GetName().compare(a_GroupName ) == 0 )
{
m_Groups.erase( itr );
bRemoved = true;
break;
}
}
if( bRemoved )
{
LOGD("Removed %s from group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
else
{
LOGWARN("Tried to remove %s from group %s but was not in that group", m_PlayerName.c_str(), a_GroupName.c_str() );
}
}
bool cPlayer::CanUseCommand( const AString & a_Command )
{
for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
{
if( (*itr)->HasCommand( a_Command ) ) return true;
}
return false;
}
bool cPlayer::HasPermission(const AString & a_Permission)
{
if (a_Permission.empty())
{
// Empty permission request is always granted
return true;
}
AStringVector Split = StringSplit( a_Permission, "." );
PermissionMap Possibilities = m_ResolvedPermissions;
// Now search the namespaces
while( Possibilities.begin() != Possibilities.end() )
{
PermissionMap::iterator itr = Possibilities.begin();
if( itr->second )
{
AStringVector OtherSplit = StringSplit( itr->first, "." );
if( OtherSplit.size() <= Split.size() )
{
unsigned int i;
for( i = 0; i < OtherSplit.size(); ++i )
{
if( OtherSplit[i].compare( Split[i] ) != 0 )
{
if( OtherSplit[i].compare("*") == 0 ) return true; // WildCard man!! WildCard!
break;
}
}
if( i == Split.size() ) return true;
}
}
Possibilities.erase( itr );
}
// Nothing that matched :(
return false;
}
bool cPlayer::IsInGroup( const AString & a_Group )
{
for( GroupList::iterator itr = m_ResolvedGroups.begin(); itr != m_ResolvedGroups.end(); ++itr )
{
if( a_Group.compare( (*itr)->GetName().c_str() ) == 0 )
return true;
}
return false;
}
void cPlayer::ResolvePermissions()
{
m_ResolvedPermissions.clear(); // Start with an empty map yo~
// Copy all player specific permissions into the resolved permissions map
for( PermissionMap::iterator itr = m_Permissions.begin(); itr != m_Permissions.end(); ++itr )
{
m_ResolvedPermissions[ itr->first ] = itr->second;
}
for( GroupList::iterator GroupItr = m_ResolvedGroups.begin(); GroupItr != m_ResolvedGroups.end(); ++GroupItr )
{
const cGroup::PermissionMap & Permissions = (*GroupItr)->GetPermissions();
for( cGroup::PermissionMap::const_iterator itr = Permissions.begin(); itr != Permissions.end(); ++itr )
{
m_ResolvedPermissions[ itr->first ] = itr->second;
}
}
}
void cPlayer::ResolveGroups()
{
// Clear resolved groups first
m_ResolvedGroups.clear();
// Get a complete resolved list of all groups the player is in
std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
GroupList ToIterate;
for( GroupList::iterator GroupItr = m_Groups.begin(); GroupItr != m_Groups.end(); ++GroupItr )
{
ToIterate.push_back( *GroupItr );
}
while( ToIterate.begin() != ToIterate.end() )
{
cGroup* CurrentGroup = *ToIterate.begin();
if( AllGroups.find( CurrentGroup ) != AllGroups.end() )
{
LOGWARNING("ERROR: Player \"%s\" is in the group multiple times (\"%s\"). Please fix your settings in users.ini!",
m_PlayerName.c_str(), CurrentGroup->GetName().c_str()
);
}
else
{
AllGroups[ CurrentGroup ] = true;
m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
{
if( AllGroups.find( *itr ) != AllGroups.end() )
{
LOGERROR("ERROR: Player %s is in the same group multiple times due to inheritance (%s). FIX IT!", m_PlayerName.c_str(), (*itr)->GetName().c_str() );
continue;
}
ToIterate.push_back( *itr );
}
}
ToIterate.erase( ToIterate.begin() );
}
}
AString cPlayer::GetColor(void) const
{
if ( m_Color != '-' )
{
return cChatColor::MakeColor( m_Color );
}
if ( m_Groups.size() < 1 )
{
return cChatColor::White;
}
return (*m_Groups.begin())->GetColor();
}
void cPlayer::TossItem(
bool a_bDraggingItem,
char a_Amount /* = 1 */,
short a_CreateType /* = 0 */,
short a_CreateHealth /* = 0 */
)
{
cItems Drops;
if (a_CreateType != 0)
{
// Just create item without touching the inventory (used in creative mode)
Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
}
else
{
// Drop an item from the inventory:
if (a_bDraggingItem)
{
cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
Item.m_ItemCount = OriginalItemAmount - (char)a_Amount;
}
else
{
Item.Empty();
}
}
}
else
{
// Else drop equipped item
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
if (GetInventory().RemoveOneEquippedItem())
{
DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
Drops.push_back(DroppedItem);
}
}
}
}
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetRotation(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
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m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 3, vY * 3, vZ * 3);
}
bool cPlayer::MoveToWorld(const char * a_WorldName)
{
cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
if (World == NULL)
{
LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName);
return false;
}
eDimension OldDimension = m_World->GetDimension();
// Remove all links to the old world
m_World->RemovePlayer(this);
m_ClientHandle->RemoveFromAllChunks();
m_World->RemoveEntity(this);
// If the dimension is different, we can send the respawn packet
// http://wiki.vg/Protocol#0x09 says "don't send if dimension is the same" as of 2013_07_02
m_ClientHandle->MoveToWorld(*World, (OldDimension != World->GetDimension()));
// Add player to all the necessary parts of the new world
SetWorld(World);
World->AddEntity(this);
World->AddPlayer(this);
return true;
}
void cPlayer::LoadPermissionsFromDisk()
{
m_Groups.clear();
m_Permissions.clear();
cIniFile IniFile("users.ini");
if( IniFile.ReadFile() )
{
std::string Groups = IniFile.GetValue(m_PlayerName, "Groups", "");
if( Groups.size() > 0 )
{
AStringVector Split = StringSplit( Groups, "," );
for( unsigned int i = 0; i < Split.size(); i++ )
{
AddToGroup( Split[i].c_str() );
}
}
else
{
AddToGroup("Default");
}
m_Color = IniFile.GetValue(m_PlayerName, "Color", "-")[0];
}
else
{
LOGWARN("WARNING: Failed to read ini file users.ini");
AddToGroup("Default");
}
ResolvePermissions();
}
bool cPlayer::LoadFromDisk()
{
LoadPermissionsFromDisk();
// Log player permissions, cause it's what the cool kids do
LOGINFO("Player %s has permissions:", m_PlayerName.c_str() );
for( PermissionMap::iterator itr = m_ResolvedPermissions.begin(); itr != m_ResolvedPermissions.end(); ++itr )
{
if( itr->second ) LOGINFO("%s", itr->first.c_str() );
}
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmRead))
{
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// This is a new player whom we haven't seen yet, bail out, let them have the defaults
return false;
}
AString buffer;
if (f.ReadRestOfFile(buffer) != f.GetSize())
{
LOGWARNING("Cannot read player data from file \"%s\"", SourceFile.c_str());
return false;
}
f.Close();
Json::Value root;
Json::Reader reader;
if (!reader.parse(buffer, root, false))
{
LOGWARNING("Cannot parse player data in file \"%s\", player will be reset", SourceFile.c_str());
}
Json::Value & JSON_PlayerPosition = root["position"];
if (JSON_PlayerPosition.size() == 3)
{
SetPosX(JSON_PlayerPosition[(unsigned int)0].asDouble());
SetPosY(JSON_PlayerPosition[(unsigned int)1].asDouble());
SetPosZ(JSON_PlayerPosition[(unsigned int)2].asDouble());
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_LastFoodPos = GetPosition();
}
Json::Value & JSON_PlayerRotation = root["rotation"];
if (JSON_PlayerRotation.size() == 3)
{
SetRotation ((float)JSON_PlayerRotation[(unsigned int)0].asDouble());
SetPitch ((float)JSON_PlayerRotation[(unsigned int)1].asDouble());
SetRoll ((float)JSON_PlayerRotation[(unsigned int)2].asDouble());
}
m_Health = root.get("health", 0).asInt();
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m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt();
m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt();
m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
m_FoodTickTimer = root.get("foodTickTimer", 0).asInt();
m_FoodExhaustionLevel = root.get("foodExhaustion", 0).asDouble();
m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
m_Inventory.LoadFromJson(root["inventory"]);
m_LoadedWorldName = root.get("world", "world").asString();
LOGD("Player \"%s\" was read from file, spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
m_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ(), m_LoadedWorldName.c_str()
);
return true;
}
bool cPlayer::SaveToDisk()
{
cFile::CreateFolder(FILE_IO_PREFIX + AString("players"));
// create the JSON data
Json::Value JSON_PlayerPosition;
JSON_PlayerPosition.append(Json::Value(GetPosX()));
JSON_PlayerPosition.append(Json::Value(GetPosY()));
JSON_PlayerPosition.append(Json::Value(GetPosZ()));
Json::Value JSON_PlayerRotation;
JSON_PlayerRotation.append(Json::Value(GetRotation()));
JSON_PlayerRotation.append(Json::Value(GetPitch()));
JSON_PlayerRotation.append(Json::Value(GetRoll()));
Json::Value JSON_Inventory;
m_Inventory.SaveToJson(JSON_Inventory);
Json::Value root;
root["position"] = JSON_PlayerPosition;
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
root["health"] = m_Health;
root["air"] = m_AirLevel;
root["food"] = m_FoodLevel;
root["foodSaturation"] = m_FoodSaturationLevel;
root["foodTickTimer"] = m_FoodTickTimer;
root["foodExhaustion"] = m_FoodExhaustionLevel;
root["world"] = GetWorld()->GetName();
if (m_GameMode == GetWorld()->GetGameMode())
{
root["gamemode"] = (int) eGameMode_NotSet;
}
else
{
root["gamemode"] = (int) m_GameMode;
}
Json::StyledWriter writer;
std::string JsonData = writer.write(root);
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmWrite))
{
LOGERROR("ERROR WRITING PLAYER \"%s\" TO FILE \"%s\" - cannot open file", m_PlayerName.c_str(), SourceFile.c_str());
return false;
}
if (f.Write(JsonData.c_str(), JsonData.size()) != (int)JsonData.size())
{
LOGERROR("ERROR WRITING PLAYER JSON TO FILE \"%s\"", SourceFile.c_str());
return false;
}
return true;
}
cPlayer::StringList cPlayer::GetResolvedPermissions()
{
StringList Permissions;
const PermissionMap& ResolvedPermissions = m_ResolvedPermissions;
for( PermissionMap::const_iterator itr = ResolvedPermissions.begin(); itr != ResolvedPermissions.end(); ++itr )
{
if( itr->second ) Permissions.push_back( itr->first );
}
return Permissions;
}
void cPlayer::UseEquippedItem(void)
{
if (GetGameMode() == gmCreative) // No damage in creative
{
return;
}
GetInventory().DamageEquippedItem();
}
void cPlayer::SetSwimState(cChunk & a_Chunk)
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{
int RelY = (int)floor(m_LastPosY + 0.1);
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
{
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
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BLOCKTYPE BlockIn;
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
// Check if the player is swimming:
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
{
// This sometimes happens on Linux machines
// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
);
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
m_IsSwimming = IsBlockWater(BlockIn);
// Check if the player is submerged:
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
}
void cPlayer::HandleAir(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
// see if the player is /submerged/ water (block above is water)
// Get the type of block the player's standing in:
if (IsSubmerged())
{
// either reduce air level or damage player
if (m_AirLevel < 1)
{
if (m_AirTickTimer < 1)
{
// damage player
TakeDamage(dtDrowning, NULL, 1, 1, 0);
// reset timer
m_AirTickTimer = DROWNING_TICKS;
}
else
{
m_AirTickTimer -= 1;
}
}
else
{
// reduce air supply
m_AirLevel -= 1;
}
}
else
{
// set the air back to maximum
m_AirLevel = MAX_AIR_LEVEL;
m_AirTickTimer = DROWNING_TICKS;
}
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}
void cPlayer::HandleFood(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Hunger
// Remember the food level before processing, for later comparison
int LastFoodLevel = m_FoodLevel;
// Heal or damage, based on the food level, using the m_FoodTickTimer:
if ((m_FoodLevel > 17) || (m_FoodLevel <= 0))
{
m_FoodTickTimer++;
if (m_FoodTickTimer >= 80)
{
m_FoodTickTimer = 0;
if (m_FoodLevel >= 17)
{
// Regenerate health from food, incur 3 pts of food exhaustion:
Heal(1);
m_FoodExhaustionLevel += 3;
}
else if (m_FoodLevel <= 0)
{
// Damage from starving
TakeDamage(dtStarving, NULL, 1, 1, 0);
}
}
}
// Apply food poisoning food exhaustion:
if (m_FoodPoisonedTicksRemaining > 0)
{
m_FoodPoisonedTicksRemaining--;
m_FoodExhaustionLevel += 0.025; // 0.5 per second = 0.025 per tick
}
// Apply food exhaustion that has accumulated:
if (m_FoodExhaustionLevel >= 4)
{
m_FoodExhaustionLevel -= 4;
if (m_FoodSaturationLevel >= 1)
{
m_FoodSaturationLevel -= 1;
}
else
{
m_FoodLevel = std::max(m_FoodLevel - 1, 0);
}
}
if (m_FoodLevel != LastFoodLevel)
{
SendHealth();
}
}
void cPlayer::ApplyFoodExhaustionFromMovement()
{
if (IsGameModeCreative())
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastFoodPos);
Movement.y = 0; // Only take XZ movement into account
m_LastFoodPos = GetPosition();
// If riding anything, apply no food exhaustion
if (m_AttachedTo != NULL)
{
return;
}
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();
if (IsSprinting())
{
// 0.1 pt per meter sprinted
BaseExhaustion = BaseExhaustion * 0.1;
}
else if (IsSwimming())
{
// 0.015 pt per meter swum
BaseExhaustion = BaseExhaustion * 0.015;
}
else
{
// 0.01 pt per meter walked / sneaked
BaseExhaustion = BaseExhaustion * 0.01;
}
m_FoodExhaustionLevel += BaseExhaustion;
}