#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(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; 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; } // 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 /// 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(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); // tolua_end // cEntity overrides: virtual bool IsCrouched (void) const { return m_IsCrouched; } virtual bool IsSprinting(void) const { return m_IsSprinting; } 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; 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; 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; virtual void Destroyed(void); /// Filters out damage for creative mode virtual void DoTakeDamage(TakeDamageInfo & TDI) override; } ; // tolua_export