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Merge pull request #2118 from mc-server/login-gamemode

Fix gamemode not changing properly.
This commit is contained in:
Safwat Halaby 2015-05-24 09:52:45 +03:00
commit 79c3e11a31
2 changed files with 154 additions and 148 deletions

View File

@ -94,7 +94,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
SetMaxHealth(MAX_HEALTH);
m_Health = MAX_HEALTH;
m_LastPlayerListTime = std::chrono::steady_clock::now();
m_PlayerName = a_PlayerName;
@ -106,7 +106,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
SetPosY(World->GetSpawnY());
SetPosZ(World->GetSpawnZ());
SetBedPos(Vector3i(static_cast<int>(World->GetSpawnX()), static_cast<int>(World->GetSpawnY()), static_cast<int>(World->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()
);
@ -135,7 +135,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_IsFlying = true;
m_bVisible = false;
}
cRoot::Get()->GetServer()->PlayerCreated(this);
}
@ -152,17 +152,17 @@ cPlayer::~cPlayer(void)
}
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), this, GetUniqueID());
// Notify the server that the player is being destroyed
cRoot::Get()->GetServer()->PlayerDestroying(this);
SaveToDisk();
m_ClientHandle = nullptr;
delete m_InventoryWindow;
m_InventoryWindow = nullptr;
LOGD("Player %p deleted", this);
}
@ -208,7 +208,7 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_ClientHandle = nullptr;
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything
@ -217,21 +217,21 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
m_Stats.AddValue(statMinutesPlayed, 1);
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);
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
// Handle updating experience
if (m_bDirtyExperience)
{
@ -243,7 +243,7 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement();
if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this, m_LastPos, GetPosition()))
{
CanMove = false;
@ -264,10 +264,10 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
FinishEating();
}
HandleFood();
}
if (m_IsFishing)
{
HandleFloater();
@ -467,7 +467,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
{
return;
}
m_bTouchGround = a_bTouchGround;
if (!m_bTouchGround)
@ -516,7 +516,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
{
// cPlayer makes sure damage isn't applied in creative, no need to check here
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
// Fall particles
GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, static_cast<int>(GetPosY()) - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
}
@ -548,7 +548,7 @@ void cPlayer::SetFoodLevel(int a_FoodLevel)
m_FoodSaturationLevel = 5.0;
return;
}
m_FoodLevel = FoodLevel;
SendHealth();
}
@ -616,7 +616,7 @@ void cPlayer::StartEating(void)
{
// Set the timer:
m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS;
// Send the packets:
m_World->BroadcastEntityAnimation(*this, 3);
m_World->BroadcastEntityMetadata(*this);
@ -630,7 +630,7 @@ void cPlayer::FinishEating(void)
{
// Reset the timer:
m_EatingFinishTick = -1;
// Send the packets:
m_ClientHandle->SendEntityStatus(*this, esPlayerEatingAccepted);
m_World->BroadcastEntityMetadata(*this);
@ -764,7 +764,7 @@ void cPlayer::SetSprintingMaxSpeed(double a_Speed)
void cPlayer::SetFlyingMaxSpeed(double a_Speed)
{
m_FlyingMaxSpeed = a_Speed;
// Update the flying speed, always:
m_ClientHandle->SendPlayerAbilities();
}
@ -776,7 +776,7 @@ void cPlayer::SetFlyingMaxSpeed(double a_Speed)
void cPlayer::SetCrouch(bool a_IsCrouched)
{
// Set the crouch status, broadcast to all visible players
if (a_IsCrouched == m_IsCrouched)
{
// No change
@ -797,7 +797,7 @@ void cPlayer::SetSprint(bool a_IsSprinting)
// No change
return;
}
m_IsSprinting = a_IsSprinting;
m_ClientHandle->SendPlayerMaxSpeed();
}
@ -883,7 +883,7 @@ bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
}
}
}
if (super::DoTakeDamage(a_TDI))
{
// Any kind of damage adds food exhaustion
@ -1012,7 +1012,7 @@ void cPlayer::Respawn(void)
m_Health = GetMaxHealth();
SetInvulnerableTicks(20);
// Reset food level:
m_FoodLevel = MAX_FOOD_LEVEL;
m_FoodSaturationLevel = 5.0;
@ -1024,7 +1024,7 @@ void cPlayer::Respawn(void)
// ToDo: send score to client? How?
m_ClientHandle->SendRespawn(GetWorld()->GetDimension(), true);
// Extinguish the fire:
StopBurning();
@ -1158,7 +1158,7 @@ void cPlayer::CloseWindow(bool a_CanRefuse)
m_CurrentWindow = m_InventoryWindow;
return;
}
if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse)
{
// Close accepted, go back to inventory window (the default):
@ -1196,30 +1196,17 @@ void cPlayer::SetGameMode(eGameMode a_GameMode)
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);
if (!(IsGameModeCreative() || IsGameModeSpectator()))
{
SetFlying(false);
SetCanFly(false);
}
if (IsGameModeSpectator() && IsVisible())
{
SetVisible(false);
}
else if (!IsVisible())
{
SetVisible(true);
}
SetCapabilities();
m_World->BroadcastPlayerListUpdateGameMode(*this);
}
@ -1231,6 +1218,30 @@ void cPlayer::SetGameMode(eGameMode a_GameMode)
void cPlayer::LoginSetGameMode( eGameMode a_GameMode)
{
m_GameMode = a_GameMode;
SetCapabilities();
}
void cPlayer::SetCapabilities()
{
if (!IsGameModeCreative() || IsGameModeSpectator())
{
SetFlying(false);
SetCanFly(false);
}
if (IsGameModeSpectator())
{
SetVisible(false);
}
else
{
SetVisible(true);
}
}
@ -1322,12 +1333,12 @@ void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees)
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;
}
@ -1339,9 +1350,9 @@ 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;
}
@ -1386,13 +1397,13 @@ void cPlayer::MoveTo( const Vector3d & a_NewPos)
}
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
Vector3d DeltaPos = a_NewPos - GetPosition();
UpdateMovementStats(DeltaPos);
SetPosition( a_NewPos);
SetStance(a_NewPos.y + 1.62);
}
@ -1427,7 +1438,7 @@ bool cPlayer::HasPermission(const AString & a_Permission)
// Empty permission request is always granted
return true;
}
AStringVector Split = StringSplit(a_Permission, ".");
// Iterate over all restrictions; if any matches, then return failure:
@ -1599,7 +1610,7 @@ void cPlayer::TossItems(const cItems & a_Items)
{
return;
}
m_Stats.AddValue(statItemsDropped, (StatValue)a_Items.Size());
double vX = 0, vY = 0, vZ = 0;
@ -1621,7 +1632,7 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
// Don't move to same world
return false;
}
// Ask the plugins if the player is allowed to changing the world
if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, *a_World))
{
@ -1658,7 +1669,7 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
// Broadcast the player into the new world.
a_World->BroadcastSpawnEntity(*this);
// Player changed the world, call the hook
cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*this, *OldWorld);
@ -1678,7 +1689,7 @@ bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
{
return true;
}
// Load from the offline UUID file, if allowed:
AString OfflineUUID = cClientHandle::GenerateOfflineUUID(GetName());
const char * OfflineUsage = " (unused)";
@ -1690,7 +1701,7 @@ bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
return true;
}
}
// Load from the old-style name-based file, if allowed:
if (cRoot::Get()->GetServer()->ShouldLoadNamedPlayerData())
{
@ -1705,7 +1716,7 @@ bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
return true;
}
}
// None of the files loaded successfully
LOG("Player data file not found for %s (%s, offline %s%s), will be reset to defaults.",
GetName().c_str(), m_UUID.c_str(), OfflineUUID.c_str(), OfflineUsage
@ -1782,7 +1793,7 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
{
m_CanFly = true;
}
m_Inventory.LoadFromJson(root["inventory"]);
cEnderChestEntity::LoadFromJson(root["enderchestinventory"], m_EnderChestContents);
@ -1801,11 +1812,11 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
// We use the default world name (like bukkit) because stats are shared between dimensions / worlds.
cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetName(), GetName(), &m_Stats);
StatSerializer.Load();
LOGD("Player %s was read from file \"%s\", spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
GetName().c_str(), a_FileName.c_str(), GetPosX(), GetPosY(), GetPosZ(), a_World->GetName().c_str()
);
return true;
}
@ -2161,7 +2172,7 @@ void cPlayer::ApplyFoodExhaustionFromMovement()
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastPos);
Movement.y = 0; // Only take XZ movement into account
@ -2364,7 +2375,7 @@ AString cPlayer::GetUUIDFileName(const AString & a_UUID)
{
AString UUID = cMojangAPI::MakeUUIDDashed(a_UUID);
ASSERT(UUID.length() == 36);
AString res("players/");
res.append(UUID, 0, 2);
res.push_back('/');
@ -2372,7 +2383,3 @@ AString cPlayer::GetUUIDFileName(const AString & a_UUID)
res.append(".json");
return res;
}

View File

@ -26,42 +26,42 @@ class cPlayer :
public cPawn
{
typedef cPawn super;
public:
static const int MAX_HEALTH;
static const int MAX_FOOD_LEVEL;
/** Number of ticks it takes to eat an item */
static const int EATING_TICKS;
// tolua_end
CLASS_PROTODEF(cPlayer)
cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
/** 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 none */
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(); }
@ -104,16 +104,16 @@ public:
static int CalcLevelFromXp(int a_CurrentXp);
// tolua_end
/** Starts charging the equipped bow */
void StartChargingBow(void);
/** Finishes charging the current bow. Returns the number of ticks for which the bow has been charged */
int FinishChargingBow(void);
/** Cancels the current bow charging */
void CancelChargingBow(void);
/** Returns true if the player is currently charging the bow */
bool IsChargingBow(void) const { return m_IsChargingBow; }
@ -128,7 +128,7 @@ public:
/** Gets the contents of the player's associated enderchest */
cItemGrid & GetEnderChestContents(void) { return m_EnderChestContents; }
inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
/** Returns whether the player is climbing (ladders, vines etc.) */
@ -137,43 +137,49 @@ public:
virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
// tolua_begin
/** Sends the "look" packet to the player, forcing them to set their rotation to the specified values.
a_YawDegrees is clipped to range [-180, +180),
a_PitchDegrees is clipped to range [-180, +180) but the client only uses [-90, +90]
*/
void SendRotation(double a_YawDegrees, double a_PitchDegrees);
/** Returns the position where projectiles thrown by this player should start, player eye position + adjustment */
Vector3d GetThrowStartPos(void) const;
/** Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff. */
Vector3d GetThrowSpeed(double a_SpeedCoeff) const;
/** Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
eGameMode GetGameMode(void) const { return m_GameMode; }
/** Returns the current effective gamemode (inherited gamemode is resolved before returning) */
eGameMode GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : 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);
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode);
// Updates player's capabilities - flying, visibility, etc. from their gamemode.
void SetCapabilities();
/** 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;
/** Returns true if the player is in Spectator mode, either explicitly, or by inheriting from current world */
bool IsGameModeSpectator(void) const;
AString GetIP(void) const { return m_IP; } // tolua_export
/** Returns the associated team, nullptr if none */
@ -195,11 +201,8 @@ public:
If the achievement has been already awarded to the player, this method will just increment the stat counter.
Returns the _new_ stat value. (0 = Could not award achievement) */
unsigned int AwardAchievement(const eStatistic a_Ach);
void SetIP(const AString & a_IP);
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode);
/** Forces the player to move in the given direction.
@deprecated Use SetSpeed instead. */
@ -210,15 +213,15 @@ public:
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);
@ -243,7 +246,7 @@ public:
const AString & GetName(void) const { return m_PlayerName; }
void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
// tolua_end
bool HasPermission(const AString & a_Permission); // tolua_export
@ -260,7 +263,7 @@ public:
const AStringVector & GetRestrictions(void) const { return m_Restrictions; } // Exported in ManualBindings.cpp
// tolua_begin
/** Returns the full color code to use for this player, based on their rank.
The returned value either is empty, or includes the cChatColor::Delimiter. */
AString GetColor(void) const;
@ -279,15 +282,15 @@ public:
/** Heals the player by the specified amount of HPs (positive only); sends health update */
virtual void Heal(int a_Health) override;
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; }
/** 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);
@ -298,10 +301,10 @@ public:
/** Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values. */
void AddFoodExhaustion(double a_Exhaustion);
/** Returns true if the player is currently in the process of eating the currently equipped item */
bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
/** Returns true if the player is currently flying. */
bool IsFlying(void) const { return m_IsFlying; }
@ -329,16 +332,16 @@ public:
GetWorld()->BroadcastEntityAnimation(*this, 2);
}
}
/** 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(TakeDamageInfo & a_TDI) override;
virtual void Killed(cEntity * a_Victim) override;
@ -356,69 +359,69 @@ public:
bool SaveToDisk(void);
typedef cWorld * cWorldPtr;
/** Loads the player data from the disk file
Sets a_World to the world where the player will spawn, based on the stored world name or the default world by calling LoadFromFile()
Returns true on success, false on failure
*/
bool LoadFromDisk(cWorldPtr & a_World);
/** Loads the player data from the specified file
Sets a_World to the world where the player will spawn, based on the stored world name or the default world
Returns true on success, false on failure
*/
bool LoadFromFile(const AString & a_FileName, cWorldPtr & a_World);
const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
void UseEquippedItem(int a_Amount = 1);
void SendHealth(void);
void SendExperience(void);
/** In UI windows, get the item that the player is dragging */
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 relative maximum speed (takes current sprinting / flying state into account) */
double GetMaxSpeed(void) const;
/** Gets the normal relative maximum speed */
double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
/** Gets the sprinting relative maximum speed */
double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
/** Gets the flying relative maximum speed */
double GetFlyingMaxSpeed(void) const { return m_FlyingMaxSpeed; }
/** Sets the normal relative maximum speed. Sends the update to player, if needed. */
void SetNormalMaxSpeed(double a_Speed);
/** Sets the sprinting relative maximum speed. Sends the update to player, if needed. */
void SetSprintingMaxSpeed(double a_Speed);
/** Sets the flying relative maximum speed. Sends the update to player, if needed. */
void SetFlyingMaxSpeed(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);
/** Flags the player as flying */
void SetFlying(bool a_IsFlying);
@ -442,17 +445,17 @@ public:
/** Sets the player's bed (home) position */
void SetBedPos(const Vector3i & a_Pos) { m_LastBedPos = a_Pos; }
// tolua_end
/** Update movement-related statistics. */
void UpdateMovementStats(const Vector3d & a_DeltaPos);
// tolua_begin
/** Returns wheter the player can fly or not. */
virtual bool CanFly(void) const { return m_CanFly; }
/** Returns the UUID (short format) that has been read from the client, or empty string if not available. */
const AString & GetUUID(void) const { return m_UUID; }
@ -492,7 +495,7 @@ public:
/** Called by cClientHandle when the client is being destroyed.
The player removes its m_ClientHandle ownership so that the ClientHandle gets deleted. */
void RemoveClientHandle(void);
protected:
typedef std::vector<std::vector<AString> > AStringVectorVector;
@ -535,16 +538,16 @@ protected:
// 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;
float m_LastJumpHeight;
float m_LastGroundHeight;
bool m_bTouchGround;
@ -564,31 +567,31 @@ protected:
eGameMode m_GameMode;
AString m_IP;
/** The item being dragged by the cursor while in a UI window */
cItem m_DraggingItem;
std::chrono::steady_clock::time_point m_LastPlayerListTime;
cClientHandlePtr m_ClientHandle;
cSlotNums m_InventoryPaintSlots;
/** Max speed, relative to the game default.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1. */
double m_NormalMaxSpeed;
/** Max speed, relative to the game default max speed, when sprinting.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1.3. */
double m_SprintingMaxSpeed;
/** Max speed, relative to the game default flying max speed, when flying.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1. */
double m_FlyingMaxSpeed;
bool m_IsCrouched;
bool m_IsSprinting;
bool m_IsFlying;
@ -629,7 +632,7 @@ protected:
Will not apply food penalties if found to be true; will set to false after processing
*/
bool m_bIsTeleporting;
/** The short UUID (no dashes) of the player, as read from the ClientHandle.
If no ClientHandle is given, the UUID is initialized to empty. */
AString m_UUID;
@ -649,7 +652,7 @@ protected:
/** Stops players from burning in creative mode */
virtual void TickBurning(cChunk & a_Chunk) override;
/** Called in each tick to handle food-related processing */
void HandleFood(void);
@ -666,7 +669,3 @@ protected:
This can be used both for online and offline UUIDs. */
AString GetUUIDFileName(const AString & a_UUID);
} ; // tolua_export