583 lines
21 KiB
C++
583 lines
21 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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#include "../World.h"
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#include "../ClientHandle.h"
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#include "../Statistics.h"
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class cGroup;
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class cWindow;
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class cClientHandle;
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class cTeam;
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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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MAX_FOOD_LEVEL = 20,
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EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
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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 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 &) override { UNUSED(a_Dt); };
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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 none */
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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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// tolua_begin
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/** Sets the experience total
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Returns true on success
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"should" really only be called at init or player death, plugins excepted
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*/
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bool SetCurrentExperience(short a_XpTotal);
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/* changes Xp by Xp_delta, you "shouldn't" inc more than MAX_EXPERIENCE_ORB_SIZE
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Wont't allow xp to go negative
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Returns the new current experience, -1 on error
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*/
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short DeltaExperience(short a_Xp_delta);
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/** Gets the experience total - XpTotal for score on death */
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inline short GetXpLifetimeTotal(void) { return m_LifetimeTotalXp; }
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/** Gets the currrent experience */
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inline short GetCurrentXp(void) { return m_CurrentXp; }
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/** Gets the current level - XpLevel */
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short GetXpLevel(void);
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/** Gets the experience bar percentage - XpP */
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float GetXpPercentage(void);
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/** Caculates the amount of XP needed for a given level
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Ref: http://minecraft.gamepedia.com/XP
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*/
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static short XpForLevel(short int a_Level);
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/** Inverse of XpForLevel
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Ref: http://minecraft.gamepedia.com/XP
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values are as per this with pre-calculations
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*/
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static short CalcLevelFromXp(short int a_CurrentXp);
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// tolua_end
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/** Starts charging the equipped bow */
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void StartChargingBow(void);
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/** Finishes charging the current bow. Returns the number of ticks for which the bow has been charged */
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int FinishChargingBow(void);
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/** Cancels the current bow charging */
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void CancelChargingBow(void);
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/** Returns true if the player is currently charging the bow */
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bool IsChargingBow(void) const { return m_IsChargingBow; }
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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(void) const; // tolua_export
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Vector3d GetEyePosition(void) const; // tolua_export
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inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
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inline 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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/** Gets the contents of the player's associated enderchest */
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cItemGrid & GetEnderChestContents(void) { return m_EnderChestContents; }
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inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export
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/** Returns whether the player is climbing (ladders, vines e.t.c). */
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bool IsClimbing(void) const;
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virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
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// tolua_begin
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/** Sends the "look" packet to the player, forcing them to set their rotation to the specified values.
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a_YawDegrees is clipped to range [-180, +180),
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a_PitchDegrees is clipped to range [-180, +180) but the client only uses [-90, +90]
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*/
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void SendRotation(double a_YawDegrees, double a_PitchDegrees);
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/** Returns the position where projectiles thrown by this player should start, player eye position + adjustment */
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Vector3d GetThrowStartPos(void) const;
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/** Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff. */
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Vector3d GetThrowSpeed(double a_SpeedCoeff) const;
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/** Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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eGameMode GetGameMode(void) const { return m_GameMode; }
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/** Returns the current effective gamemode (inherited gamemode is resolved before returning) */
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eGameMode GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : m_GameMode; }
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/** Sets the gamemode for the player.
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The gamemode may be gmNotSet, in that case the player inherits the world's gamemode.
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Updates the gamemode on the client (sends the packet)
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*/
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void SetGameMode(eGameMode a_GameMode);
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/** Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world */
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bool IsGameModeCreative(void) const;
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/** Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world */
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bool IsGameModeSurvival(void) const;
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/** Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world */
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bool IsGameModeAdventure(void) const;
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AString GetIP(void) const { return m_IP; } // tolua_export
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/** Returns the associated team, NULL if none */
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cTeam * GetTeam(void) { return m_Team; } // tolua_export
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/** Sets the player team, NULL if none */
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void SetTeam(cTeam * a_Team);
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/** Forces the player to query the scoreboard for his team */
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cTeam * UpdateTeam(void);
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// tolua_end
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/** Return the associated statistic and achievement manager. */
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cStatManager & GetStatManager() { return m_Stats; }
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/** Awards the player an achievement.
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If all prerequisites are met, this method will award the achievement and will broadcast a chat message.
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If the achievement has been already awarded to the player, this method will just increment the stat counter.
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Returns the _new_ stat value. (0 = Could not award achievement) */
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unsigned int AwardAchievement(const eStatistic a_Ach);
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void SetIP(const AString & a_IP);
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// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
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void LoginSetGameMode(eGameMode a_GameMode);
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/** Forces the player to move in the given direction.
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@deprecated Use SetSpeed instead. */
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void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
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/** Tries to move to a new position, with attachment-related checks (y == -999) */
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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. A plugin may refuse the closing if a_CanRefuse is true */
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void CloseWindow(bool a_CanRefuse = true);
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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, bool a_CanRefuse = true);
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cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
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void SendMessage (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtCustom); }
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void SendMessageInfo (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); }
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void SendMessageFailure (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
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void SendMessageSuccess (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); }
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void SendMessageWarning (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); }
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void SendMessageFatal (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
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void SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); }
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void SendMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChat(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 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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// tolua_begin
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/** Returns the full color code to use for this player, based on their primary group or set in m_Color.
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The returned value includes the cChatColor::Delimiter. */
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AString GetColor(void) const;
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/** tosses the item in the selected hotbar slot */
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void TossEquippedItem(char a_Amount = 1);
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/** tosses the item held in hand (when in UI windows) */
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void TossHeldItem(char a_Amount = 1);
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/** tosses a pickup newly created from a_Item */
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void TossPickup(const cItem & a_Item);
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/** Heals the player by the specified amount of HPs (positive only); sends health update */
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void Heal(int a_Health);
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int GetFoodLevel (void) const { return m_FoodLevel; }
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double GetFoodSaturationLevel (void) const { return m_FoodSaturationLevel; }
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int GetFoodTickTimer (void) const { return m_FoodTickTimer; }
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double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
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int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
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/** Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore */
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bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); }
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void SetFoodLevel (int a_FoodLevel);
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void SetFoodSaturationLevel (double a_FoodSaturationLevel);
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void SetFoodTickTimer (int a_FoodTickTimer);
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void SetFoodExhaustionLevel (double a_FoodExhaustionLevel);
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void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
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/** Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full" */
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bool Feed(int a_Food, double a_Saturation);
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/** Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values. */
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void AddFoodExhaustion(double a_Exhaustion)
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{
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m_FoodExhaustionLevel += a_Exhaustion;
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}
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/** Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two */
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void FoodPoison(int a_NumTicks);
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/** Returns true if the player is currently in the process of eating the currently equipped item */
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bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
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/** Returns true if the player is currently flying. */
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bool IsFlying(void) const { return m_IsFlying; }
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/** Returns if a player is sleeping in a bed */
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bool IsInBed(void) const { return m_bIsInBed; }
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/** returns true if the player has thrown out a floater. */
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bool IsFishing(void) const { return m_IsFishing; }
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void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
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int GetFloaterID(void) const { return m_FloaterID; }
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// tolua_end
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/** Sets a player's in-bed state; we can't be sure plugins will keep this value updated, so no exporting */
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void SetIsInBed(bool a_Flag) { m_bIsInBed = a_Flag; }
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/** Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet */
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void StartEating(void);
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/** Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets */
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void FinishEating(void);
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/** Aborts the current eating operation */
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void AbortEating(void);
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virtual void KilledBy(cEntity * a_Killer) override;
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virtual void Killed(cEntity * a_Victim) 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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/** Moves the player to the specified world.
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Returns true if successful, false on failure (world not found). */
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bool MoveToWorld(const char * a_WorldName); // tolua_export
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bool SaveToDisk(void);
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/** Loads the player data from the disk file.
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Returns true on success, false on failure. */
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bool LoadFromDisk(void);
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/** Loads the player data from the specified file.
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Returns true on success, false on failure. */
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bool LoadFromFile(const AString & a_FileName);
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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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void SendExperience(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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// tolua_begin
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/** Returns the current relative maximum speed (takes current sprinting / flying state into account) */
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double GetMaxSpeed(void) const;
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/** Gets the normal relative maximum speed */
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double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
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/** Gets the sprinting relative maximum speed */
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double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
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/** Gets the flying relative maximum speed */
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double GetFlyingMaxSpeed(void) const { return m_FlyingMaxSpeed; }
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/** Sets the normal relative maximum speed. Sends the update to player, if needed. */
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void SetNormalMaxSpeed(double a_Speed);
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/** Sets the sprinting relative maximum speed. Sends the update to player, if needed. */
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void SetSprintingMaxSpeed(double a_Speed);
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/** Sets the flying relative maximum speed. Sends the update to player, if needed. */
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void SetFlyingMaxSpeed(double a_Speed);
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/** Sets the crouch status, broadcasts to all visible players */
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void SetCrouch(bool a_IsCrouched);
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/** Starts or stops sprinting, sends the max speed update to the client, if needed */
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void SetSprint(bool a_IsSprinting);
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/** Flags the player as flying */
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void SetFlying(bool a_IsFlying);
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/** If true the player can fly even when he's not in creative. */
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void SetCanFly(bool a_CanFly);
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/** Update movement-related statistics. */
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void UpdateMovementStats(const Vector3d & a_DeltaPos);
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/** Returns wheter the player can fly or not. */
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virtual bool CanFly(void) const { return m_CanFly; }
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// tolua_end
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// cEntity overrides:
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virtual bool IsCrouched (void) const { return m_IsCrouched; }
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virtual bool IsSprinting(void) const { return m_IsSprinting; }
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virtual bool IsRclking (void) const { return IsEating() || IsChargingBow(); }
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virtual void Detach(void);
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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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AString m_PlayerName;
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AString m_LoadedWorldName;
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/** Xp Level stuff */
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enum
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{
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XP_TO_LEVEL15 = 255,
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XP_PER_LEVEL_TO15 = 17,
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XP_TO_LEVEL30 = 825
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} ;
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bool m_bVisible;
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// Food-related variables:
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/** Represents the food bar, one point equals half a "drumstick" */
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int m_FoodLevel;
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/** "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel */
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double m_FoodSaturationLevel;
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/** Count-up to the healing or damaging action, based on m_FoodLevel */
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int m_FoodTickTimer;
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/** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little */
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double m_FoodExhaustionLevel;
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/** Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned */
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int m_FoodPoisonedTicksRemaining;
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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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/** Stores the player's inventory, consisting of crafting grid, hotbar, and main slots */
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cInventory m_Inventory;
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/** An item grid that stores the player specific enderchest contents */
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cItemGrid m_EnderChestContents;
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cWindow * m_CurrentWindow;
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cWindow * m_InventoryWindow;
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char m_Color;
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eGameMode m_GameMode;
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AString m_IP;
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/** The item being dragged by the cursor while in a UI window */
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cItem m_DraggingItem;
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long long m_LastPlayerListTime;
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cClientHandle * m_ClientHandle;
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cSlotNums m_InventoryPaintSlots;
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/** Max speed, relative to the game default.
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1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
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Default value is 1. */
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double m_NormalMaxSpeed;
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/** Max speed, relative to the game default max speed, when sprinting.
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1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
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Default value is 1.3. */
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double m_SprintingMaxSpeed;
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/** Max speed, relative to the game default flying max speed, when flying.
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1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
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Default value is 1. */
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double m_FlyingMaxSpeed;
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bool m_IsCrouched;
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bool m_IsSprinting;
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bool m_IsFlying;
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bool m_IsSwimming;
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bool m_IsSubmerged;
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bool m_IsFishing;
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bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
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/** The world tick in which eating will be finished. -1 if not eating */
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Int64 m_EatingFinishTick;
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/** Player Xp level */
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short int m_LifetimeTotalXp;
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short int m_CurrentXp;
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// flag saying we need to send a xp update to client
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bool m_bDirtyExperience;
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bool m_IsChargingBow;
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int m_BowCharge;
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int m_FloaterID;
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cTeam * m_Team;
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cStatManager m_Stats;
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/** Flag representing whether the player is currently in a bed
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Set by a right click on unoccupied bed, unset by a time fast forward or teleport */
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bool m_bIsInBed;
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/** How long till the player's inventory will be saved
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Default save interval is #defined in PLAYER_INVENTORY_SAVE_INTERVAL */
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unsigned int m_TicksUntilNextSave;
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/** Flag used by food handling system to determine whether a teleport has just happened
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Will not apply food penalties if found to be true; will set to false after processing
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*/
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bool m_bIsTeleporting;
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/** The UUID of the player, as read from the ClientHandle.
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If no ClientHandle is given, the UUID is initialized to empty. */
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AString m_UUID;
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/** Sets the speed and sends it to the client, so that they are forced to move so. */
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virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
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void ResolvePermissions(void);
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void ResolveGroups(void);
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virtual void Destroyed(void);
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/** Filters out damage for creative mode/friendly fire */
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virtual bool DoTakeDamage(TakeDamageInfo & TDI) override;
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/** Stops players from burning in creative mode */
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virtual void TickBurning(cChunk & a_Chunk) override;
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/** Called in each tick to handle food-related processing */
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void HandleFood(void);
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/** 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. */
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void HandleFloater(void);
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/** Tosses a list of items. */
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void TossItems(const cItems & a_Items);
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/** Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) */
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void ApplyFoodExhaustionFromMovement();
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/** Returns the filename for the player data based on the UUID given.
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This can be used both for online and offline UUIDs. */
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AString GetUUIDFileName(const AString & a_UUID);
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} ; // tolua_export
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