#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, MTRand & a_TickRandom) 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 m_Pos.y + 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 cItem & GetEquippedItem(void) { return GetInventory().GetEquippedItem(); } // tolua_export inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } 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() { 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