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cuberite-2a/source/cPlayer.cpp
2011-10-26 20:52:19 +00:00

722 lines
22 KiB
C++

#include "cPlayer.h"
#include "cServer.h"
#include "cInventory.h"
#include "cClientHandle.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cChunk.h"
#include "cMCLogger.h"
#include "cWindow.h"
#include "cBlockEntity.h"
#include "cGroupManager.h"
#include "cGroup.h"
#include "cChatColor.h"
#include "cItem.h"
#include "cTracer.h"
#include "cRoot.h"
#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_PlayerPosition.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_Metadata.h"
#include "packets/cPacket_Chat.h"
#include "Vector3d.h"
#include "Vector3f.h"
#include "../iniFile/iniFile.h"
#ifndef _WIN32 // for mkdir
#include <sys/stat.h>
#include <sys/types.h>
#define sprintf_s(dst, size, format, ...) sprintf(dst, format, __VA_ARGS__ )
#endif
extern std::vector< std::string > StringSplit( std::string str, std::string delim);
CLASS_DEFINITION( cPlayer, cPawn );
typedef std::map< std::string, bool > PermissionMap;
struct cPlayer::sPlayerState
{
PermissionMap ResolvedPermissions;
PermissionMap Permissions;
cPlayer::GroupList ResolvedGroups;
cPlayer::GroupList Groups;
std::string PlayerName;
};
cPlayer::cPlayer(cClientHandle* a_Client, const char* a_PlayerName)
: m_bBurnable(true)
, e_EPMetaState(NORMAL)
, m_bVisible( true )
, m_LastGroundHeight( 0 )
, m_bTouchGround( false )
, m_Stance( 0.0 )
, m_Inventory( 0 )
, m_CurrentWindow( 0 )
, m_TimeLastPickupCheck( 0.f )
, m_Color('-')
, m_FireDamageInterval(0)
, m_BurnPeriod(0)
, m_ClientHandle( a_Client )
, m_pState( new sPlayerState )
{
m_EntityType = E_PLAYER;
m_Inventory = new cInventory( this );
m_TimeLastTeleportPacket = cWorld::GetTime();
m_TimeLastPickupCheck = cWorld::GetTime();
m_pState->PlayerName = a_PlayerName;
m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if( !LoadFromDisk() )
{
m_Inventory->Clear();
SetPosX( cRoot::Get()->GetWorld()->GetSpawnX() );
SetPosY( cRoot::Get()->GetWorld()->GetSpawnY() );
SetPosZ( cRoot::Get()->GetWorld()->GetSpawnZ() );
}
MoveToCorrectChunk();
cRoot::Get()->GetWorld()->AddPlayer( this );
}
cPlayer::~cPlayer(void)
{
SaveToDisk();
m_ClientHandle = 0;
CloseWindow();
if( m_Inventory )
{
delete m_Inventory;
m_Inventory = 0;
}
delete m_pState;
cRoot::Get()->GetWorld()->RemovePlayer( this );
}
void cPlayer::SpawnOn( cClientHandle* a_Target )
{
if( a_Target == m_ClientHandle || !m_bVisible ) return;
LOG("cPlayer::SpawnOn -> Sending %s to %s", m_pState->PlayerName.c_str(), (a_Target)?a_Target->GetUsername():"Everybody" );
cPacket_NamedEntitySpawn SpawnPacket;
SpawnPacket.m_UniqueID = m_UniqueID;
SpawnPacket.m_PlayerName = m_pState->PlayerName;
SpawnPacket.m_PosX = (int)(m_Pos->x * 32);
SpawnPacket.m_PosY = (int)(m_Pos->y * 32);
SpawnPacket.m_PosZ = (int)(m_Pos->z * 32);
SpawnPacket.m_Rotation = (char)((m_Rot->x/360.f)*256);
SpawnPacket.m_Pitch = (char)((m_Rot->y/360.f)*256);
SpawnPacket.m_CurrentItem = (short)m_Inventory->GetEquippedItem().m_ItemID;
if( a_Target == 0 )
{
cChunk* Chunk = cRoot::Get()->GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
Chunk->Broadcast( SpawnPacket, m_ClientHandle );
}
else
{
a_Target->Send( SpawnPacket );
}
}
void cPlayer::Tick(float a_Dt)
{
cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if(m_bDirtyOrientation && !m_bDirtyPosition)
{
cPacket_EntityLook EntityLook( this );
InChunk->Broadcast( EntityLook, m_ClientHandle );
m_bDirtyOrientation = false;
}
if(m_bDirtyPosition )
{
cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_MOVE, 1, this );
float DiffX = (float)(GetPosX() - m_LastPosX );
float DiffY = (float)(GetPosY() - m_LastPosY );
float DiffZ = (float)(GetPosZ() - m_LastPosZ );
float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
if( SqrDist > 4*4 // 4 blocks is max Relative Move
|| cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
{
//LOG("Teleported %f", sqrtf(SqrDist) );
cPacket_TeleportEntity TeleportEntity( this );
InChunk->Broadcast( TeleportEntity, m_ClientHandle );
m_TimeLastTeleportPacket = cWorld::GetTime();
}
else
{ // Relative move sucks balls! It's always wrong wtf!
if( m_bDirtyOrientation )
{
cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
InChunk->Broadcast( RelativeEntityMoveLook, m_ClientHandle );
}
else
{
cPacket_RelativeEntityMove RelativeEntityMove;
RelativeEntityMove.m_UniqueID = GetUniqueID();
RelativeEntityMove.m_MoveX = (char)(DiffX*32);
RelativeEntityMove.m_MoveY = (char)(DiffY*32);
RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
InChunk->Broadcast( RelativeEntityMove, m_ClientHandle );
}
}
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
m_ClientHandle->StreamChunks();
}
if( m_Health > 0 ) // make sure player is alive
{
if( cWorld::GetTime() - m_TimeLastPickupCheck > 0.5f ) // Each 0.5 second, check for pickups
{
m_TimeLastPickupCheck = cWorld::GetTime();
// and also check if near a pickup
// TODO: Don't only check in current chunks, but also close chunks (chunks within range)
cChunk* Chunk = cRoot::Get()->GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
Chunk->LockEntities();
cWorld::EntityList Entities = Chunk->GetEntities();
for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end();++itr)
{
if( (*itr)->GetEntityType() != cEntity::E_PICKUP ) continue; // Only pickups
float DiffX = (float)((*itr)->GetPosX() - GetPosX() );
float DiffY = (float)((*itr)->GetPosY() - GetPosY() );
float DiffZ = (float)((*itr)->GetPosZ() - GetPosZ() );
float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
if(SqrDist < 1.5f*1.5f) // 1.5 block
{
cPickup* Pickup = reinterpret_cast<cPickup*>(*itr);
Pickup->CollectedBy( this );
}
}
Chunk->UnlockEntities();
}
}
CheckMetaDataBurn();
if(e_EPMetaState == BURNING){
InStateBurning(a_Dt);
}
}
void cPlayer::InStateBurning(float a_Dt) {
m_FireDamageInterval += a_Dt;
char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z );
if(m_FireDamageInterval > 1000) {
m_FireDamageInterval = 0;
int rem = rand()%3 + 1; //Burn most of the time
if(rem >= 2) {
//printf("OUCH burning!!!\n");
TakeDamage(1, this);
}
m_BurnPeriod++;
if(block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)
m_BurnPeriod = 0;
if(m_BurnPeriod > 5) {
cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
e_EPMetaState = NORMAL;
cPacket_Metadata md(NORMAL, GetUniqueID());
//md.m_UniqueID = GetUniqueID();
InChunk->Broadcast(md);
m_BurnPeriod = 0;
}
}
}
//----Change Entity MetaData
void cPlayer::CheckMetaDataBurn() {
char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z );
if(m_bBurnable && e_EPMetaState != BURNING && (block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)) {
cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if(!InChunk)
return;
printf("I should burn");
e_EPMetaState = BURNING;
cPacket_Metadata md(BURNING,GetUniqueID());
InChunk->Broadcast(md);
}
}
void cPlayer::SetTouchGround( bool a_bTouchGround )
{
m_bTouchGround = a_bTouchGround;
if( !m_bTouchGround )
{
cWorld* World = cRoot::Get()->GetWorld();
char BlockID = World->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
if( BlockID != E_BLOCK_AIR )
{
m_bTouchGround = true;
}
if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
{
m_LastGroundHeight = (float)m_Pos->y;
}
}
if( m_bTouchGround )
{
float Dist = (float)(m_LastGroundHeight - m_Pos->y);
if( Dist > 4.f ) // Player dropped
{
int Damage = (int)(Dist - 4.f);
if( Damage > 0 )
{
TakeDamage( Damage, 0 );
}
}
m_LastGroundHeight = (float)m_Pos->y;
}
}
void cPlayer::Heal( int a_Health )
{
if( m_Health < 20 )
{
m_Health += (short)a_Health;
if( m_Health > 20 )
{
m_Health = 20;
}
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
m_ClientHandle->Send( Health );
}
}
void cPlayer::TakeDamage( int a_Damage, cEntity* a_Instigator )
{
if ( !(cRoot::Get()->GetWorld()->GetGameMode() == 1) ) {
cPawn::TakeDamage( a_Damage, a_Instigator );
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
m_ClientHandle->Send( Health );
}
}
void cPlayer::KilledBy( cEntity* a_Killer )
{
cPawn::KilledBy( a_Killer );
if( m_Health > 0 ) return; // not dead yet =]
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
cItem* Items = m_Inventory->GetSlots();
for( unsigned int i = 1; i < m_Inventory->c_NumSlots; ++i )
{
if( !Items[i].IsEmpty() )
{
float SpeedX = ((rand()%1000)-500) /100.f;
float SpeedY = ((rand()%1000)) /100.f;
float SpeedZ = ((rand()%1000)-500) /100.f;
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), Items[i], SpeedX, SpeedY, SpeedZ );
Pickup->Initialize();
}
Items[i].Empty();
}
SaveToDisk(); // Save it, yeah the world is a tough place !
}
void cPlayer::Respawn()
{
m_Health = 20;
cWorld* World = cRoot::Get()->GetWorld();
// Create Respawn player packet
cPacket_Respawn Packet;
//Set Gamemode for packet by looking at world's gamemode (Need to check players gamemode.)
Packet.m_CreativeMode = cRoot::Get()->GetWorld()->GetGameMode();
//Send Packet
m_ClientHandle->Send( Packet );
TeleportTo( World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ() );
SetVisible( true );
}
double cPlayer::GetEyeHeight()
{
return m_Stance;
}
Vector3d cPlayer::GetEyePosition()
{
return Vector3d( m_Pos->x, m_Stance, m_Pos->z );
}
void cPlayer::OpenWindow( cWindow* a_Window )
{
CloseWindow();
a_Window->Open( *this );
m_CurrentWindow = a_Window;
}
void cPlayer::CloseWindow()
{
if( m_CurrentWindow ) m_CurrentWindow->Close( *this );
m_CurrentWindow = 0;
}
#ifdef SendMessage // Cause stupid windows.h defines SendMessage as SendMessageA
#undef SendMessage
#endif
void cPlayer::SendMessage( const char* a_Message )
{
m_ClientHandle->Send( cPacket_Chat( a_Message ) );
}
void cPlayer::TeleportTo( cEntity* a_Entity )
{
cPawn::TeleportTo( a_Entity );
cPacket_PlayerPosition PlayerPosition( this );
m_ClientHandle->Send( PlayerPosition );
}
void cPlayer::TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
cPawn::TeleportTo( a_PosX, a_PosY, a_PosZ );
cPacket_PlayerPosition PlayerPosition( this );
m_ClientHandle->Send( PlayerPosition );
}
void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
// TODO: should do some checks to see if player is not moving through terrain
SetPosition( a_NewPos );
}
void cPlayer::SetVisible( bool a_bVisible )
{
if( a_bVisible == true && m_bVisible == false ) // Make visible
{
m_bVisible = true;
SpawnOn( 0 ); // Spawn on everybody
}
if( a_bVisible == false && m_bVisible == true )
{
m_bVisible = false;
cPacket_DestroyEntity DestroyEntity( this );
cChunk* Chunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if( Chunk )
{
Chunk->Broadcast( DestroyEntity ); // Destroy on all clients
}
}
}
void cPlayer::AddToGroup( const char* a_GroupName )
{
cGroup* Group = cRoot::Get()->GetGroupManager()->GetGroup( a_GroupName );
m_pState->Groups.push_back( Group );
LOG("Added %s to group %s", m_pState->PlayerName.c_str(), a_GroupName );
ResolveGroups();
ResolvePermissions();
}
bool cPlayer::CanUseCommand( const char* a_Command )
{
for( GroupList::iterator itr = m_pState->Groups.begin(); itr != m_pState->Groups.end(); ++itr )
{
if( (*itr)->HasCommand( a_Command ) ) return true;
}
return false;
}
bool cPlayer::HasPermission( const char* a_Permission )
{
std::vector< std::string > Split = StringSplit( a_Permission, "." );
PermissionMap Possibilities = m_pState->ResolvedPermissions;
// Now search the namespaces
while( Possibilities.begin() != Possibilities.end() )
{
PermissionMap::iterator itr = Possibilities.begin();
if( itr->second )
{
std::vector< std::string > OtherSplit = StringSplit( itr->first, "." );
if( OtherSplit.size() <= Split.size() )
{
unsigned int i;
for( i = 0; i < OtherSplit.size(); ++i )
{
if( OtherSplit[i].compare( Split[i] ) != 0 )
{
if( OtherSplit[i].compare("*") == 0 ) return true; // WildCard man!! WildCard!
break;
}
}
if( i == Split.size() ) return true;
}
}
Possibilities.erase( itr );
}
// Nothing that matched :(
return false;
}
bool cPlayer::IsInGroup( const char* a_Group )
{
for( GroupList::iterator itr = m_pState->ResolvedGroups.begin(); itr != m_pState->ResolvedGroups.end(); ++itr )
{
if( strcmp( a_Group, (*itr)->GetName().c_str() ) == 0 )
return true;
}
return false;
}
void cPlayer::ResolvePermissions()
{
m_pState->ResolvedPermissions.clear(); // Start with an empty map yo~
// Copy all player specific permissions into the resolved permissions map
for( PermissionMap::iterator itr = m_pState->Permissions.begin(); itr != m_pState->Permissions.end(); ++itr )
{
m_pState->ResolvedPermissions[ itr->first ] = itr->second;
}
for( GroupList::iterator GroupItr = m_pState->ResolvedGroups.begin(); GroupItr != m_pState->ResolvedGroups.end(); ++GroupItr )
{
const cGroup::PermissionMap & Permissions = (*GroupItr)->GetPermissions();
for( cGroup::PermissionMap::const_iterator itr = Permissions.begin(); itr != Permissions.end(); ++itr )
{
m_pState->ResolvedPermissions[ itr->first ] = itr->second;
}
}
}
void cPlayer::ResolveGroups()
{
// Clear resolved groups first
m_pState->ResolvedGroups.clear();
// Get a complete resolved list of all groups the player is in
std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
GroupList ToIterate;
for( GroupList::iterator GroupItr = m_pState->Groups.begin(); GroupItr != m_pState->Groups.end(); ++GroupItr )
{
ToIterate.push_back( *GroupItr );
}
while( ToIterate.begin() != ToIterate.end() )
{
cGroup* CurrentGroup = *ToIterate.begin();
if( AllGroups.find( CurrentGroup ) != AllGroups.end() )
{
LOGERROR("ERROR: Player %s is in the same group multiple times (%s). FIX IT!", m_pState->PlayerName.c_str(), CurrentGroup->GetName().c_str() );
}
else
{
AllGroups[ CurrentGroup ] = true;
m_pState->ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
{
if( AllGroups.find( *itr ) != AllGroups.end() )
{
LOGERROR("ERROR: Player %s is in the same group multiple times due to inheritance (%s). FIX IT!", m_pState->PlayerName.c_str(), (*itr)->GetName().c_str() );
continue;
}
ToIterate.push_back( *itr );
}
}
ToIterate.erase( ToIterate.begin() );
}
}
std::string cPlayer::GetColor()
{
if( m_Color != '-' )
return cChatColor::MakeColor( m_Color );
if( m_pState->Groups.size() < 1 )
return cChatColor::White;
return (*m_pState->Groups.begin())->GetColor();
}
void cPlayer::TossItem( bool a_bDraggingItem, int a_Amount /* = 1 */ )
{
if( a_bDraggingItem )
{
cItem* Item = GetInventory().GetWindow()->GetDraggingItem();
if( Item->m_ItemID > 0 && Item->m_ItemCount >= a_Amount )
{
float vX = 0, vY = 0, vZ = 0;
EulerToVector( -GetRotation(), GetPitch(), vZ, vX, vY );
vY = -vY*2 + 1.f;
cPickup* Pickup = new cPickup( (int)(GetPosX()*32), (int)(GetPosY()*32) + (int)(1.6f*32), (int)(GetPosZ()*32), cItem( Item->m_ItemID, (char)a_Amount, Item->m_ItemHealth), vX*2, vY*2, vZ*2 );
Pickup->Initialize();
if( Item->m_ItemCount > a_Amount )
Item->m_ItemCount -= (char)a_Amount;
else
Item->Empty();
}
return;
}
// Else drop equipped item
cItem DroppedItem = GetInventory().GetEquippedItem();
if( DroppedItem.m_ItemID > 0 && DroppedItem.m_ItemCount > 0 )
{
DroppedItem.m_ItemCount = 1;
if( GetInventory().RemoveItem( DroppedItem ) )
{
DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
float vX = 0, vY = 0, vZ = 0;
EulerToVector( -GetRotation(), GetPitch(), vZ, vX, vY );
vY = -vY*2 + 1.f;
cPickup* Pickup = new cPickup( (int)(GetPosX()*32), (int)(GetPosY()*32) + (int)(1.6f*32), (int)(GetPosZ()*32), DroppedItem, vX*2, vY*2, vZ*2 );
Pickup->Initialize();
}
}
}
bool cPlayer::LoadFromDisk()
{
cIniFile IniFile("users.ini");
if( IniFile.ReadFile() )
{
std::string Groups = IniFile.GetValue(m_pState->PlayerName, "Groups", "");
if( Groups.size() > 0 )
{
std::vector< std::string > Split = StringSplit( Groups, "," );
for( unsigned int i = 0; i < Split.size(); i++ )
{
AddToGroup( Split[i].c_str() );
}
}
else
{
AddToGroup("Default");
}
m_Color = IniFile.GetValue(m_pState->PlayerName, "Color", "-")[0];
}
else
{
AddToGroup("Default");
}
ResolvePermissions();
// Log player permissions, cause it's what the cool kids do
LOGINFO("Player %s has permissions:", m_pState->PlayerName.c_str() );
for( PermissionMap::iterator itr = m_pState->ResolvedPermissions.begin(); itr != m_pState->ResolvedPermissions.end(); ++itr )
{
if( itr->second ) LOGINFO("%s", itr->first.c_str() );
}
char SourceFile[128];
sprintf_s(SourceFile, 128, "world/player/%s.bin", m_pState->PlayerName.c_str() );
FILE* f;
#ifdef _WIN32
if( fopen_s(&f, SourceFile, "rb" ) == 0 ) // no error
#else
if( (f = fopen(SourceFile, "rb" ) ) != 0 ) // no error
#endif
{
if( fread( &m_Pos->x, sizeof(double), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Pos->y, sizeof(double), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Pos->z, sizeof(double), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Rot->x, sizeof(float), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Rot->y, sizeof(float), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Rot->z, sizeof(float), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( fread( &m_Health, sizeof(m_Health), 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
if( !m_Inventory->LoadFromFile( f ) ) { LOGERROR("ERROR READING INVENTORY FROM FILE %s", SourceFile); fclose(f); return false; }
fclose(f);
return true;
}
return false;
}
bool cPlayer::SaveToDisk()
{
#ifdef _WIN32
{ // Make sure some folders exist
SECURITY_ATTRIBUTES Attrib;
Attrib.nLength = sizeof(SECURITY_ATTRIBUTES);
Attrib.lpSecurityDescriptor = NULL;
Attrib.bInheritHandle = false;
::CreateDirectory("world", &Attrib);
::CreateDirectory("world/player", &Attrib);
}
#else
{
mkdir("world", S_IRWXU | S_IRWXG | S_IRWXO);
mkdir("world/player", S_IRWXU | S_IRWXG | S_IRWXO);
}
#endif
char SourceFile[128];
sprintf_s(SourceFile, 128, "world/player/%s.bin", m_pState->PlayerName.c_str() );
FILE* f;
#ifdef _WIN32
if( fopen_s(&f, SourceFile, "wb" ) == 0 ) // no error
#else
if( (f = fopen(SourceFile, "wb" ) ) != 0 ) // no error
#endif
{
fwrite( &m_Pos->x, sizeof(double), 1, f );
fwrite( &m_Pos->y, sizeof(double), 1, f );
fwrite( &m_Pos->z, sizeof(double), 1, f );
fwrite( &m_Rot->x, sizeof(float), 1, f );
fwrite( &m_Rot->y, sizeof(float), 1, f );
fwrite( &m_Rot->z, sizeof(float), 1, f );
fwrite( &m_Health, sizeof(m_Health), 1, f );
m_Inventory->WriteToFile( f );
fclose(f);
return true;
}
LOGERROR("ERROR WRITING PLAYER %s TO FILE %s", m_pState->PlayerName.c_str(), SourceFile);
return false;
}
const char* cPlayer::GetName()
{
return m_pState->PlayerName.c_str();
}
void cPlayer::SetName( const char* a_Name )
{
m_pState->PlayerName = a_Name;
}
const cPlayer::GroupList & cPlayer::GetGroups()
{
return m_pState->Groups;
}