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

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#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,
MAX_FOOD_LEVEL = 20,
EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
MAX_AIR_LEVEL = 300,
DROWNING_TICKS = 10, //number of ticks per heart of damage
} ;
// tolua_end
CLASS_PROTODEF(cPlayer)
cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
virtual bool Initialize(cWorld * a_World) override;
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(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // 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 TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
// tolua_begin
/// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
eGameMode GetGameMode(void) const { return m_GameMode; }
/** Sets the gamemode for the player.
The gamemode may be gmNotSet, in that case the player inherits the world's gamemode.
Updates the gamemode on the client (sends the packet)
*/
void SetGameMode(eGameMode a_GameMode);
/// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
bool IsGameModeCreative(void) const;
/// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world
bool IsGameModeSurvival(void) const;
/// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world
bool IsGameModeAdventure(void) const;
AString GetIP(void) const { return m_IP; } // tolua_export
// tolua_end
void SetIP(const AString & a_IP);
float GetLastBlockActionTime() { return m_LastBlockActionTime; }
int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }
void SetLastBlockActionCnt( int );
void SetLastBlockActionTime();
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode);
/// 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; } // tolua_export
const cWindow * GetWindow(void) const { return m_CurrentWindow; }
/// Opens the specified window; closes the current one first using CloseWindow()
void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp
// tolua_begin
/// Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true
void CloseWindow(bool a_CanRefuse = true);
/// Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow
void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true);
cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
void SendMessage(const AString & a_Message);
const AString & GetName(void) const { return m_PlayerName; }
void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
// tolua_end
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
// tolua_begin
int GetFoodLevel (void) const { return m_FoodLevel; }
double GetFoodSaturationLevel (void) const { return m_FoodSaturationLevel; }
int GetFoodTickTimer (void) const { return m_FoodTickTimer; }
double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
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int GetAirLevel (void) const { return m_AirLevel; }
/// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore
bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); }
void SetFoodLevel (int a_FoodLevel);
void SetFoodSaturationLevel (double a_FoodSaturationLevel);
void SetFoodTickTimer (int a_FoodTickTimer);
void SetFoodExhaustionLevel (double a_FoodExhaustionLevel);
void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
/// Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full"
bool Feed(int a_Food, double a_Saturation);
/// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values.
void AddFoodExhaustion(double a_Exhaustion)
{
m_FoodExhaustionLevel += a_Exhaustion;
}
/// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two
void FoodPoison(int a_NumTicks);
/// Returns true if the player is currently in the process of eating the currently equipped item
bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
// tolua_end
/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
void StartEating(void);
/// Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets
void FinishEating(void);
/// Aborts the current eating operation
void AbortEating(void);
virtual void KilledBy(cEntity * 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(void);
// In UI windows, the item that the player is dragging:
bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
cItem & GetDraggingItem(void) {return m_DraggingItem; }
// In UI windows, when inventory-painting:
/// Clears the list of slots that are being inventory-painted. To be used by cWindow only
void ClearInventoryPaintSlots(void);
/// Adds a slot to the list for inventory painting. To be used by cWindow only
void AddInventoryPaintSlot(int a_SlotNum);
/// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
const cSlotNums & GetInventoryPaintSlots(void) const;
// tolua_begin
/// Returns the current maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account)
double GetMaxSpeed(void) const;
/// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
/// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
/// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
void SetNormalMaxSpeed(double a_Speed);
/// Sets the sprinting maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
void SetSprintingMaxSpeed(double a_Speed);
/// Sets the crouch status, broadcasts to all visible players
void SetCrouch(bool a_IsCrouched);
/// Starts or stops sprinting, sends the max speed update to the client, if needed
void SetSprint(bool a_IsSprinting);
/// Returns whether the player is swimming or not
virtual bool IsSwimming(void) const{ return m_IsSwimming; }
/// Return whether the player is under water or not
virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
// tolua_end
// cEntity overrides:
virtual bool IsCrouched (void) const { return m_IsCrouched; }
virtual bool IsSprinting(void) const { return m_IsSprinting; }
virtual bool IsRclking (void) const { return IsEating(); }
protected:
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;
/// Player's air level (for swimming)
int m_AirLevel;
/// used to time ticks between damage taken via drowning/suffocation
int m_AirTickTimer;
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bool m_bVisible;
// Food-related variables:
/// Represents the food bar, one point equals half a "drumstick"
int m_FoodLevel;
/// "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel
double m_FoodSaturationLevel;
/// Count-up to the healing or damaging action, based on m_FoodLevel
int m_FoodTickTimer;
/// A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little
double m_FoodExhaustionLevel;
/// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned
int m_FoodPoisonedTicksRemaining;
/// Last position that has been recorded for food-related processing:
Vector3d m_LastFoodPos;
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;
cSlotNums m_InventoryPaintSlots;
/// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default
double m_NormalMaxSpeed;
/// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default
double m_SprintingMaxSpeed;
bool m_IsCrouched;
bool m_IsSprinting;
bool m_IsSwimming;
bool m_IsSubmerged;
/// The world tick in which eating will be finished. -1 if not eating
Int64 m_EatingFinishTick;
virtual void Destroyed(void);
/// Filters out damage for creative mode
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
/// Called in each tick to handle food-related processing
void HandleFood(void);
/// Called in each tick to handle air-related processing i.e. drowning
void HandleAir();
/// Called once per tick to set IsSwimming and IsSubmerged
void SetSwimState(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)
void ApplyFoodExhaustionFromMovement();
} ; // tolua_export