9684f90f83
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1532 0a769ca7-a7f5-676a-18bf-c427514a06d6
234 lines
7.7 KiB
C++
234 lines
7.7 KiB
C++
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#pragma once
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#include "Pawn.h"
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#include "Inventory.h"
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#include "Defines.h"
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class cGroup;
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class cWindow;
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class cClientHandle;
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// tolua_begin
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class cPlayer :
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public cPawn
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{
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typedef cPawn super;
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public:
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enum
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{
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MAX_HEALTH = 20,
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} ;
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// tolua_end
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CLASS_PROTODEF(cPlayer)
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cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
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virtual ~cPlayer();
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virtual void Initialize(cWorld * a_World); // tolua_export
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
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/// Returns the curently equipped weapon; empty item if none
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virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
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/// Returns the currently equipped helmet; empty item if nonte
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virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
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/// Returns the currently equipped chestplate; empty item if none
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virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
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/// Returns the currently equipped leggings; empty item if none
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virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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void SetTouchGround( bool a_bTouchGround );
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inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
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double GetEyeHeight(); // tolua_export
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Vector3d GetEyePosition(); // tolua_export
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inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
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inline const double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
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inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
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inline const cInventory & GetInventory(void) const { return m_Inventory; }
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inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
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virtual void TeleportTo(double a_PosX, double a_PosY, double a_PosZ) override;
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eGameMode GetGameMode(void) const { return m_GameMode; } // tolua_export
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std::string GetIP() { return m_IP; } // tolua_export
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float GetLastBlockActionTime() { return m_LastBlockActionTime; } // tolua_export
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int GetLastBlockActionCnt() { return m_LastBlockActionCnt; } // tolua_export
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void SetLastBlockActionCnt( int ); // tolua_export
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void SetLastBlockActionTime(); // tolua_export
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void SetGameMode( eGameMode a_GameMode ); // tolua_export
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void LoginSetGameMode( eGameMode a_GameMode );
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void SetIP(const AString & a_IP);
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/// Tries to move to a new position, with collision checks and stuff
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virtual void MoveTo( const Vector3d & a_NewPos ); // tolua_export
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cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export
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const cWindow * GetWindow(void) const { return m_CurrentWindow; }
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/// Opens the specified window; closes the current one first using CloseWindow()
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void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp
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// tolua_begin
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/// Closes the current window, resets current window to m_InventoryWindow
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void CloseWindow(void);
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/// Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow
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void CloseWindowIfID(char a_WindowID);
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cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
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void SendMessage(const AString & a_Message);
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const AString & GetName(void) const { return m_PlayerName; }
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void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
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// tolua_end
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typedef std::list< cGroup* > GroupList;
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typedef std::list< std::string > StringList;
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/// Adds a player to existing group or creates a new group when it doesn't exist
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void AddToGroup( const AString & a_GroupName ); // tolua_export
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/// Removes a player from the group, resolves permissions and group inheritance (case sensitive)
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void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
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bool CanUseCommand( const AString & a_Command ); // tolua_export
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bool HasPermission( const AString & a_Permission ); // tolua_export
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const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
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StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
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bool IsInGroup( const AString & a_Group ); // tolua_export
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AString GetColor(void) const; // tolua_export
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void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0); // tolua_export
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void Heal( int a_Health ); // tolua_export
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/// Returns true if any food has been consumed, false if player "full"
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bool Feed(short a_Food, float a_Saturation); // tolua_export
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short GetMaxFoodLevel() { return m_MaxFoodLevel; } // tolua_export
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short GetFoodLevel() { return m_FoodLevel; } // tolua_export
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float GetMaxFoodSaturationLevel() { return m_MaxFoodSaturationLevel; } // tolua_export
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float GetFoodSaturationLevel() { return m_FoodSaturationLevel; } // tolua_export
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void AddFoodExhaustion(float a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; } // tolua_export
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virtual void KilledBy(cPawn * a_Killer) override;
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void Respawn(void); // tolua_export
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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bool MoveToWorld(const char * a_WorldName ); // tolua_export
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bool SaveToDisk(void);
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bool LoadFromDisk(void);
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void LoadPermissionsFromDisk(void); // tolua_export
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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void UseEquippedItem(void);
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void SendHealth(void);
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// In UI windows, the item that the player is dragging:
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bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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// In UI windows, when inventory-painting:
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/// Clears the list of slots that are being inventory-painted. To be used by cWindow only
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void ClearInventoryPaintSlots(void);
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/// Adds a slot to the list for inventory painting. To be used by cWindow only
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void AddInventoryPaintSlot(int a_SlotNum);
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/// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
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const cSlotNums & GetInventoryPaintSlots(void) const;
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protected:
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typedef std::map< std::string, bool > PermissionMap;
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PermissionMap m_ResolvedPermissions;
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PermissionMap m_Permissions;
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GroupList m_ResolvedGroups;
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GroupList m_Groups;
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std::string m_PlayerName;
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std::string m_LoadedWorldName;
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bool m_bVisible;
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short m_FoodLevel;
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short m_MaxFoodLevel;
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float m_FoodSaturationLevel;
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float m_MaxFoodSaturationLevel;
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float m_FoodExhaustionLevel;
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char m_FoodTickTimer;
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float m_LastJumpHeight;
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float m_LastGroundHeight;
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bool m_bTouchGround;
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double m_Stance;
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cInventory m_Inventory;
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cWindow * m_CurrentWindow;
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cWindow * m_InventoryWindow;
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float m_TimeLastPickupCheck;
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void ResolvePermissions();
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void ResolveGroups();
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char m_Color;
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float m_LastBlockActionTime;
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int m_LastBlockActionCnt;
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eGameMode m_GameMode;
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std::string m_IP;
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cItem m_DraggingItem;
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long long m_LastPlayerListTime;
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static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second
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cClientHandle * m_ClientHandle;
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cSlotNums m_InventoryPaintSlots;
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virtual void Destroyed(void);
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/// Filters out damage for creative mode
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virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
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} ; // tolua_export
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