ea55a22a71
Fixes #658.
496 lines
17 KiB
C++
496 lines
17 KiB
C++
|
|
#pragma once
|
|
|
|
#include "Pawn.h"
|
|
#include "../Inventory.h"
|
|
#include "../Defines.h"
|
|
#include "../World.h"
|
|
#include "../ClientHandle.h"
|
|
|
|
|
|
|
|
|
|
|
|
class cGroup;
|
|
class cWindow;
|
|
class cClientHandle;
|
|
class cTeam;
|
|
|
|
|
|
|
|
|
|
|
|
// tolua_begin
|
|
class cPlayer :
|
|
public cPawn
|
|
{
|
|
typedef cPawn super;
|
|
|
|
public:
|
|
enum
|
|
{
|
|
MAX_HEALTH = 20,
|
|
MAX_FOOD_LEVEL = 20,
|
|
EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
|
|
} ;
|
|
// tolua_end
|
|
|
|
CLASS_PROTODEF(cPlayer)
|
|
|
|
|
|
cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
|
|
virtual ~cPlayer();
|
|
|
|
virtual void SpawnOn(cClientHandle & a_Client) override;
|
|
|
|
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
|
|
|
virtual void HandlePhysics(float 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 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(); }
|
|
|
|
|
|
// tolua_begin
|
|
|
|
/** Sets the experience total
|
|
Returns true on success
|
|
"should" really only be called at init or player death, plugins excepted
|
|
*/
|
|
bool SetCurrentExperience(short a_XpTotal);
|
|
|
|
/* changes Xp by Xp_delta, you "shouldn't" inc more than MAX_EXPERIENCE_ORB_SIZE
|
|
Wont't allow xp to go negative
|
|
Returns the new current experience, -1 on error
|
|
*/
|
|
short DeltaExperience(short a_Xp_delta);
|
|
|
|
/// Gets the experience total - XpTotal for score on death
|
|
inline short GetXpLifetimeTotal(void) { return m_LifetimeTotalXp; }
|
|
|
|
/// Gets the currrent experience
|
|
inline short GetCurrentXp(void) { return m_CurrentXp; }
|
|
|
|
/// Gets the current level - XpLevel
|
|
short GetXpLevel(void);
|
|
|
|
/// Gets the experience bar percentage - XpP
|
|
float GetXpPercentage(void);
|
|
|
|
/// Caculates the amount of XP needed for a given level, ref: http://minecraft.gamepedia.com/XP
|
|
static short XpForLevel(short int a_Level);
|
|
|
|
/// inverse of XpForLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
|
|
static short CalcLevelFromXp(short 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; }
|
|
|
|
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 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;
|
|
|
|
// tolua_begin
|
|
|
|
/// 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);
|
|
|
|
/// 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;
|
|
|
|
AString GetIP(void) const { return m_IP; } // tolua_export
|
|
|
|
/// Returns the associated team, NULL if none
|
|
cTeam * GetTeam(void) { return m_Team; } // tolua_export
|
|
|
|
/// Sets the player team, NULL if none
|
|
void SetTeam(cTeam * a_Team);
|
|
|
|
/// Forces the player to query the scoreboard for his team
|
|
cTeam * UpdateTeam(void);
|
|
|
|
// tolua_end
|
|
|
|
void SetIP(const AString & a_IP);
|
|
|
|
float GetLastBlockActionTime() { return m_LastBlockActionTime; }
|
|
int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }
|
|
void SetLastBlockActionCnt( int );
|
|
void SetLastBlockActionTime();
|
|
|
|
// 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.
|
|
void ForceSetSpeed(Vector3d a_Direction); // tolua_export
|
|
|
|
/// Tries to move to a new position, with attachment-related checks (y == -999)
|
|
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) { m_ClientHandle->SendChat(a_Message, mtCustom); }
|
|
void SendMessageInfo (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); }
|
|
void SendMessageFailure (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
|
|
void SendMessageSuccess (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); }
|
|
void SendMessageWarning (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); }
|
|
void SendMessageFatal (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
|
|
void SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); }
|
|
void SendMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChat(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 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
|
|
|
|
// tolua_begin
|
|
|
|
/** Returns the full color code to use for this player, based on their primary group or set in m_Color.
|
|
The returned value includes the cChatColor::Delimiter. */
|
|
AString GetColor(void) const;
|
|
|
|
/** tosses the item in the selected hotbar slot */
|
|
void TossEquippedItem(char a_Amount = 1);
|
|
|
|
/** tosses the item held in hand (when in UI windows) */
|
|
void TossHeldItem(char a_Amount = 1);
|
|
|
|
/** tosses a pickup newly created from a_Item */
|
|
void TossPickup(const cItem & a_Item);
|
|
|
|
/// Heals the player by the specified amount of HPs (positive only); sends health update
|
|
void Heal(int a_Health);
|
|
|
|
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; }
|
|
int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
|
|
|
|
/// 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);
|
|
void SetFoodExhaustionLevel (double a_FoodExhaustionLevel);
|
|
void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
|
|
|
|
/// Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full"
|
|
bool Feed(int a_Food, double a_Saturation);
|
|
|
|
/// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values.
|
|
void AddFoodExhaustion(double a_Exhaustion)
|
|
{
|
|
m_FoodExhaustionLevel += a_Exhaustion;
|
|
}
|
|
|
|
/// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two
|
|
void FoodPoison(int a_NumTicks);
|
|
|
|
/// 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; }
|
|
|
|
/// returns true if the player has thrown out a floater.
|
|
bool IsFishing(void) const { return m_IsFishing; }
|
|
|
|
void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
|
|
|
|
int GetFloaterID(void) const { return m_FloaterID; }
|
|
|
|
// tolua_end
|
|
|
|
/// 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(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);
|
|
|
|
void SendExperience(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);
|
|
|
|
/// Flags the player as flying
|
|
void SetFlying(bool a_IsFlying);
|
|
|
|
/// If true the player can fly even when he's not in creative.
|
|
void SetCanFly(bool a_CanFly);
|
|
|
|
/// Returns wheter the player can fly or not.
|
|
virtual bool CanFly(void) const { return m_CanFly; }
|
|
// tolua_end
|
|
|
|
// cEntity overrides:
|
|
virtual bool IsCrouched (void) const { return m_IsCrouched; }
|
|
virtual bool IsSprinting(void) const { return m_IsSprinting; }
|
|
virtual bool IsRclking (void) const { return IsEating(); }
|
|
|
|
virtual void Detach(void);
|
|
|
|
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;
|
|
|
|
/// Xp Level stuff
|
|
enum
|
|
{
|
|
XP_TO_LEVEL15 = 255,
|
|
XP_PER_LEVEL_TO15 = 17,
|
|
XP_TO_LEVEL30 = 825
|
|
} ;
|
|
|
|
bool m_bVisible;
|
|
|
|
// 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;
|
|
|
|
/// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned
|
|
int m_FoodPoisonedTicksRemaining;
|
|
|
|
/// Last position that has been recorded for food-related processing:
|
|
Vector3d m_LastFoodPos;
|
|
|
|
float m_LastJumpHeight;
|
|
float m_LastGroundHeight;
|
|
bool m_bTouchGround;
|
|
double m_Stance;
|
|
cInventory m_Inventory;
|
|
cWindow * m_CurrentWindow;
|
|
cWindow * m_InventoryWindow;
|
|
|
|
float m_TimeLastPickupCheck;
|
|
|
|
char m_Color;
|
|
|
|
float m_LastBlockActionTime;
|
|
int m_LastBlockActionCnt;
|
|
eGameMode m_GameMode;
|
|
AString m_IP;
|
|
|
|
/// The item being dragged by the cursor while in a UI window
|
|
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;
|
|
bool m_IsFlying;
|
|
bool m_IsSwimming;
|
|
bool m_IsSubmerged;
|
|
bool m_IsFishing;
|
|
|
|
bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
|
|
|
|
/// The world tick in which eating will be finished. -1 if not eating
|
|
Int64 m_EatingFinishTick;
|
|
|
|
/// Player Xp level
|
|
short int m_LifetimeTotalXp;
|
|
short int m_CurrentXp;
|
|
|
|
// flag saying we need to send a xp update to client
|
|
bool m_bDirtyExperience;
|
|
|
|
bool m_IsChargingBow;
|
|
int m_BowCharge;
|
|
|
|
int m_FloaterID;
|
|
|
|
cTeam* m_Team;
|
|
|
|
|
|
|
|
void ResolvePermissions(void);
|
|
void ResolveGroups(void);
|
|
|
|
virtual void Destroyed(void);
|
|
|
|
/// Filters out damage for creative mode/friendly fire
|
|
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
|
|
|
|
/** 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);
|
|
|
|
/// Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item.
|
|
void HandleFloater(void);
|
|
|
|
/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
|
|
void ApplyFoodExhaustionFromMovement();
|
|
} ; // tolua_export
|
|
|
|
|
|
|
|
|