c6b4ee8c9f
- Changed the Durationsystem for Items. cPlayer::UseEquippedItem calls cItem::DamageItem this function damages the item if it has a duration. (needed the duration also in another place so this saves code ;)) - added some other burning blocks - the mobtypes for the settings.ini which i must have forgotten in the last commit git-svn-id: http://mc-server.googlecode.com/svn/trunk@150 0a769ca7-a7f5-676a-18bf-c427514a06d6
843 lines
25 KiB
C++
843 lines
25 KiB
C++
#include "cPlayer.h"
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#include "cServer.h"
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#include "cInventory.h"
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#include "cClientHandle.h"
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#include "cWorld.h"
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#include "cPickup.h"
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#include "cPluginManager.h"
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#include "cChunk.h"
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#include "cMCLogger.h"
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#include "cWindow.h"
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#include "cBlockEntity.h"
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#include "cGroupManager.h"
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#include "cGroup.h"
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#include "cChatColor.h"
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#include "cItem.h"
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#include "cTracer.h"
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#include "cRoot.h"
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#include "cMakeDir.h"
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#include "cTimer.h"
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#include "MersenneTwister.h"
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#include "packets/cPacket_NamedEntitySpawn.h"
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#include "packets/cPacket_EntityLook.h"
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#include "packets/cPacket_TeleportEntity.h"
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#include "packets/cPacket_RelativeEntityMove.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_UpdateHealth.h"
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#include "packets/cPacket_Respawn.h"
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#include "packets/cPacket_PlayerPosition.h"
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#include "packets/cPacket_DestroyEntity.h"
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#include "packets/cPacket_Metadata.h"
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#include "packets/cPacket_Chat.h"
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#include "packets/cPacket_NewInvalidState.h"
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#include "packets/cPacket_PlayerListItem.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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#include "../iniFile/iniFile.h"
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#include <json/json.h>
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#ifndef _WIN32 // for mkdir
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#include <sys/stat.h>
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#include <sys/types.h>
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#define sprintf_s(dst, size, format, ...) sprintf(dst, format, __VA_ARGS__ )
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#endif
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#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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extern std::vector< std::string > StringSplit( std::string str, std::string delim);
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CLASS_DEFINITION( cPlayer, cPawn );
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typedef std::map< std::string, bool > PermissionMap;
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struct cPlayer::sPlayerState
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{
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PermissionMap ResolvedPermissions;
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PermissionMap Permissions;
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cPlayer::GroupList ResolvedGroups;
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cPlayer::GroupList Groups;
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std::string PlayerName;
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std::string LoadedWorldName;
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};
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cPlayer::cPlayer(cClientHandle* a_Client, const char* a_PlayerName)
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: m_GameMode( 0 )
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, m_IP("")
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, m_LastBlockActionTime( 0 )
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, m_LastBlockActionCnt( 0 )
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, m_bVisible( true )
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, m_LastGroundHeight( 0 )
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, m_bTouchGround( false )
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, m_Stance( 0.0 )
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, m_Inventory( 0 )
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, m_CurrentWindow( 0 )
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, m_TimeLastPickupCheck( 0.f )
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, m_Color('-')
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, m_ClientHandle( a_Client )
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, m_pState( new sPlayerState )
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{
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m_EntityType = E_PLAYER;
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SetMaxHealth(20);
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m_Inventory = new cInventory( this );
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cTimer t1;
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m_LastPlayerListTime = t1.GetNowTime();
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m_TimeLastTeleportPacket = cWorld::GetTime();
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m_TimeLastPickupCheck = cWorld::GetTime();
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m_pState->PlayerName = a_PlayerName;
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m_bDirtyPosition = true; // So chunks are streamed to player at spawn
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if( !LoadFromDisk() )
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{
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m_Inventory->Clear();
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SetPosX( cRoot::Get()->GetDefaultWorld()->GetSpawnX() );
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SetPosY( cRoot::Get()->GetDefaultWorld()->GetSpawnY() );
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SetPosZ( cRoot::Get()->GetDefaultWorld()->GetSpawnZ() );
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}
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}
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void cPlayer::Initialize( cWorld* a_World )
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{
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cPawn::Initialize( a_World );
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GetWorld()->AddPlayer( this );
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}
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cPlayer::~cPlayer(void)
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{
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SaveToDisk();
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m_ClientHandle = 0;
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CloseWindow(-1);
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if( m_Inventory )
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{
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delete m_Inventory;
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m_Inventory = 0;
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}
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delete m_pState;
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GetWorld()->RemovePlayer( this ); // TODO - Remove from correct world? Or get rid of this?
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}
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void cPlayer::SpawnOn( cClientHandle* a_Target )
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{
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if( a_Target == m_ClientHandle || !m_bVisible ) return;
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LOG("cPlayer::SpawnOn -> Sending %s to %s", m_pState->PlayerName.c_str(), (a_Target)?a_Target->GetUsername():"Everybody" );
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cPacket_NamedEntitySpawn SpawnPacket;
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SpawnPacket.m_UniqueID = m_UniqueID;
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SpawnPacket.m_PlayerName = m_pState->PlayerName;
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SpawnPacket.m_PosX = (int)(m_Pos->x * 32);
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SpawnPacket.m_PosY = (int)(m_Pos->y * 32);
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SpawnPacket.m_PosZ = (int)(m_Pos->z * 32);
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SpawnPacket.m_Rotation = (char)((m_Rot->x/360.f)*256);
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SpawnPacket.m_Pitch = (char)((m_Rot->y/360.f)*256);
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SpawnPacket.m_CurrentItem = (short)m_Inventory->GetEquippedItem().m_ItemID;
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if( a_Target == 0 )
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{
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cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
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Chunk->Broadcast( SpawnPacket, m_ClientHandle );
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}
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else
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{
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a_Target->Send( SpawnPacket );
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}
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}
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void cPlayer::Tick(float a_Dt)
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{
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cChunk* InChunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
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if( !InChunk ) return;
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cPawn::Tick(a_Dt);
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if(m_bDirtyOrientation && !m_bDirtyPosition)
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{
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cPacket_EntityLook EntityLook( this );
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InChunk->Broadcast( EntityLook, m_ClientHandle );
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m_bDirtyOrientation = false;
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} else if(m_bDirtyPosition )
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{
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cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_MOVE, 1, this );
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float DiffX = (float)(GetPosX() - m_LastPosX );
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float DiffY = (float)(GetPosY() - m_LastPosY );
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float DiffZ = (float)(GetPosZ() - m_LastPosZ );
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float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
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if( SqrDist > 4*4 // 4 blocks is max Relative Move
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|| cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
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{
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//LOG("Teleported %f", sqrtf(SqrDist) );
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cPacket_TeleportEntity TeleportEntity( this );
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InChunk->Broadcast( TeleportEntity, m_ClientHandle );
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m_TimeLastTeleportPacket = cWorld::GetTime();
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}
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else
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{ // Relative move sucks balls! It's always wrong wtf!
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if( m_bDirtyOrientation )
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{
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cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
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RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
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RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
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RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
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RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
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RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
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RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
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InChunk->Broadcast( RelativeEntityMoveLook, m_ClientHandle );
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}
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else
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{
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cPacket_RelativeEntityMove RelativeEntityMove;
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RelativeEntityMove.m_UniqueID = GetUniqueID();
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RelativeEntityMove.m_MoveX = (char)(DiffX*32);
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RelativeEntityMove.m_MoveY = (char)(DiffY*32);
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RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
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InChunk->Broadcast( RelativeEntityMove, m_ClientHandle );
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}
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}
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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m_ClientHandle->StreamChunks();
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}
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if( m_Health > 0 ) // make sure player is alive
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{
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if( cWorld::GetTime() - m_TimeLastPickupCheck > 0.5f ) // Each 0.5 second, check for pickups
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{
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m_TimeLastPickupCheck = cWorld::GetTime();
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// and also check if near a pickup
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// TODO: Don't only check in current chunks, but also close chunks (chunks within range)
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cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
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Chunk->LockEntities();
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cWorld::EntityList Entities = Chunk->GetEntities();
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for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end();++itr)
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{
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if( (*itr)->GetEntityType() != cEntity::E_PICKUP ) continue; // Only pickups
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float DiffX = (float)((*itr)->GetPosX() - GetPosX() );
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float DiffY = (float)((*itr)->GetPosY() - GetPosY() );
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float DiffZ = (float)((*itr)->GetPosZ() - GetPosZ() );
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float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
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if(SqrDist < 1.5f*1.5f) // 1.5 block
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{
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cPickup* Pickup = reinterpret_cast<cPickup*>(*itr);
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Pickup->CollectedBy( this );
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}
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}
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Chunk->UnlockEntities();
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}
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}
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cTimer t1;
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// Send Player List (Once per m_LastPlayerListTime/1000 ms)
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if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime()) {
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cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
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for( cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr )
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{
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if ((*itr) && (*itr)->GetClientHandle() && !((*itr)->GetClientHandle()->IsDestroyed())) {
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cPacket_PlayerListItem PlayerListItem(GetColor() + GetName(), true, GetClientHandle()->GetPing());
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(*itr)->GetClientHandle()->Send( PlayerListItem );
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}
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}
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m_LastPlayerListTime = t1.GetNowTime();
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}
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}
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void cPlayer::SetTouchGround( bool a_bTouchGround )
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{
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m_bTouchGround = a_bTouchGround;
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if( !m_bTouchGround )
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{
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cWorld* World = GetWorld();
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char BlockID = World->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y), float2int(m_Pos->z) );
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if( BlockID != E_BLOCK_AIR )
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{
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m_bTouchGround = true;
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}
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if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
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{
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m_LastGroundHeight = (float)m_Pos->y;
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}
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}
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if( m_bTouchGround )
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{
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float Dist = (float)(m_LastGroundHeight - m_Pos->y);
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if( Dist > 4.f ) // Player dropped
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{
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int Damage = (int)(Dist - 4.f);
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if( Damage > 0 )
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{
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TakeDamage( Damage, 0 );
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}
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}
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m_LastGroundHeight = (float)m_Pos->y;
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}
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}
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void cPlayer::Heal( int a_Health )
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{
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if( m_Health < GetMaxHealth() )
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{
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m_Health = (short) MIN(a_Health + m_Health, GetMaxHealth());
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cPacket_UpdateHealth Health;
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Health.m_Health = m_Health;
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m_ClientHandle->Send( Health );
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}
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}
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void cPlayer::TakeDamage( int a_Damage, cEntity* a_Instigator )
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{
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if ( !(m_GameMode == 1) ) {
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cPawn::TakeDamage( a_Damage, a_Instigator );
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cPacket_UpdateHealth Health;
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Health.m_Health = m_Health;
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//TODO: Causes problems sometimes O.o (E.G. Disconnecting when attacked)
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if(m_ClientHandle != 0)
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m_ClientHandle->Send( Health );
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}
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}
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void cPlayer::KilledBy( cEntity* a_Killer )
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{
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cPawn::KilledBy( a_Killer );
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if( m_Health > 0 ) return; // not dead yet =]
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m_bVisible = false; // So new clients don't see the player
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MTRand r1;
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// Puke out all the items
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cItem* Items = m_Inventory->GetSlots();
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for( unsigned int i = 1; i < m_Inventory->c_NumSlots; ++i )
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{
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if( !Items[i].IsEmpty() )
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{
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float SpeedX = ((r1.randInt()%1000)-500) /100.f;
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float SpeedY = ((r1.randInt()%1000)) /100.f;
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float SpeedZ = ((r1.randInt()%1000)-500) /100.f;
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cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), Items[i], SpeedX, SpeedY, SpeedZ );
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Pickup->Initialize( GetWorld() );
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}
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Items[i].Empty();
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}
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SaveToDisk(); // Save it, yeah the world is a tough place !
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}
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void cPlayer::Respawn()
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{
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m_Health = GetMaxHealth();
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// Create Respawn player packet
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cPacket_Respawn Packet;
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//Set Gamemode for packet by looking at world's gamemode (Need to check players gamemode.)
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//Packet.m_CreativeMode = (char)GetWorld()->GetGameMode();
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Packet.m_CreativeMode = (char)m_GameMode; //Set GameMode packet based on Player's GameMode;
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//TODO Less hardcoded
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Packet.m_World = 0;
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Packet.m_MapSeed = GetWorld()->GetWorldSeed();
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//Send Packet
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m_ClientHandle->Send( Packet );
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//Set non Burning
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SetMetaData(NORMAL);
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TeleportTo( GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ() );
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SetVisible( true );
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}
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double cPlayer::GetEyeHeight()
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{
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return m_Stance;
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}
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Vector3d cPlayer::GetEyePosition()
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{
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return Vector3d( m_Pos->x, m_Stance, m_Pos->z );
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}
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void cPlayer::OpenWindow( cWindow* a_Window )
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{
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CloseWindow(m_CurrentWindow ? (char)m_CurrentWindow->GetWindowType() : 0);
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a_Window->Open( *this );
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m_CurrentWindow = a_Window;
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}
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void cPlayer::CloseWindow(char a_WindowType)
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{
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if( m_CurrentWindow ) m_CurrentWindow->Close( *this );
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if (a_WindowType == 0) {
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if(GetInventory().GetWindow()->GetDraggingItem() && GetInventory().GetWindow()->GetDraggingItem()->m_ItemCount > 0)
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{
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LOG("Player holds item! Dropping it...");
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TossItem( true, GetInventory().GetWindow()->GetDraggingItem()->m_ItemCount );
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}
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//Drop whats in the crafting slots (1, 2, 3, 4)
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for( int i = 1; i <= 4; i++ )
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{
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cItem* Item = m_Inventory->GetSlot( i );
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if( Item->m_ItemID > 0 && Item->m_ItemCount > 0 )
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{
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float vX = 0, vY = 0, vZ = 0;
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EulerToVector( -GetRotation(), GetPitch(), vZ, vX, vY );
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vY = -vY*2 + 1.f;
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cPickup* Pickup = new cPickup( (int)(GetPosX()*32), (int)(GetPosY()*32) + (int)(1.6f*32), (int)(GetPosZ()*32), *Item, vX*2, vY*2, vZ*2 );
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Pickup->Initialize( GetWorld() );
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}
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Item->Empty();
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}
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}
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m_CurrentWindow = 0;
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}
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void cPlayer::SetLastBlockActionTime()
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{
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m_LastBlockActionTime = cRoot::Get()->GetWorld()->GetTime();
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}
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void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
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{
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m_LastBlockActionCnt = a_LastBlockActionCnt;
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}
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void cPlayer::SetGameMode( int a_GameMode )
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{
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if ( (a_GameMode < 2) && (a_GameMode >= 0) ) {
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if (m_GameMode != a_GameMode) {
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m_GameMode = a_GameMode;
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cPacket_NewInvalidState GameModePacket;
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GameModePacket.m_Reason = 3; //GameModeChange
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GameModePacket.m_GameMode = (char)a_GameMode; //GameModeChange
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m_ClientHandle->Send ( GameModePacket );
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}
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}
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}
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void cPlayer::LoginSetGameMode( int a_GameMode )
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{
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m_GameMode = a_GameMode;
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}
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void cPlayer::SetIP( std::string a_IP )
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{
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m_IP = a_IP;
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}
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#ifdef SendMessage // Cause stupid windows.h defines SendMessage as SendMessageA
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#undef SendMessage
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#endif
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void cPlayer::SendMessage( const char* a_Message )
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{
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m_ClientHandle->Send( cPacket_Chat( a_Message ) );
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}
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void cPlayer::TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
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{
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SetPosition( a_PosX, a_PosY, a_PosZ );
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cPacket_TeleportEntity TeleportEntity( this );
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cRoot::Get()->GetServer()->Broadcast( TeleportEntity, GetClientHandle() );
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cPacket_PlayerPosition PlayerPosition( this );
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m_ClientHandle->Send( PlayerPosition );
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}
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void cPlayer::MoveTo( const Vector3d & a_NewPos )
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{
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// TODO: should do some checks to see if player is not moving through terrain
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SetPosition( a_NewPos );
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}
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void cPlayer::SetVisible( bool a_bVisible )
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{
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if( a_bVisible == true && m_bVisible == false ) // Make visible
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{
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m_bVisible = true;
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SpawnOn( 0 ); // Spawn on everybody
|
|
}
|
|
if( a_bVisible == false && m_bVisible == true )
|
|
{
|
|
m_bVisible = false;
|
|
cPacket_DestroyEntity DestroyEntity( this );
|
|
cChunk* Chunk = 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( GetWorld() );
|
|
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( GetWorld() );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool cPlayer::MoveToWorld( const char* a_WorldName )
|
|
{
|
|
cWorld* World = cRoot::Get()->GetWorld( a_WorldName );
|
|
if( World )
|
|
{
|
|
/* Remove all links to the old world */
|
|
GetWorld()->RemovePlayer( this );
|
|
GetClientHandle()->RemoveFromAllChunks();
|
|
cChunk* Chunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
|
|
if( Chunk )
|
|
{
|
|
Chunk->RemoveEntity( *this );
|
|
Chunk->Broadcast( cPacket_DestroyEntity( this ) ); // Remove player entity from all clients in old world
|
|
}
|
|
|
|
/* Add player to all the necessary parts of the new world */
|
|
SetWorld( World );
|
|
GetWorld()->AddPlayer( this );
|
|
MoveToCorrectChunk(true);
|
|
GetClientHandle()->StreamChunks();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool cPlayer::LoadFromDisk() // TODO - This should also get/set/whatever the correct world for this player
|
|
{
|
|
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
|
|
{
|
|
LOGWARN("WARNING: Failed to read ini file users.ini");
|
|
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, "players/%s.json", 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
|
|
{
|
|
// Get file size
|
|
fseek (f , 0 , SEEK_END);
|
|
long FileSize = ftell (f);
|
|
rewind(f);
|
|
|
|
char* buffer = new char[ FileSize ];
|
|
if( fread( buffer, FileSize, 1, f) != 1 ) { LOGERROR("ERROR READING FROM FILE %s", SourceFile); fclose(f); return false; }
|
|
fclose(f);
|
|
|
|
Json::Value root;
|
|
Json::Reader reader;
|
|
if( !reader.parse( buffer, root, false ) )
|
|
{
|
|
LOGERROR("ERROR WHILE PARSING JSON FROM FILE %s", SourceFile);
|
|
}
|
|
|
|
delete [] buffer;
|
|
|
|
Json::Value & JSON_PlayerPosition = root["position"];
|
|
if( JSON_PlayerPosition.size() == 3 )
|
|
{
|
|
m_Pos->x = JSON_PlayerPosition[(unsigned int)0].asDouble();
|
|
m_Pos->y = JSON_PlayerPosition[(unsigned int)1].asDouble();
|
|
m_Pos->z = JSON_PlayerPosition[(unsigned int)2].asDouble();
|
|
}
|
|
|
|
Json::Value & JSON_PlayerRotation = root["rotation"];
|
|
if( JSON_PlayerRotation.size() == 3 )
|
|
{
|
|
m_Rot->x = (float)JSON_PlayerRotation[(unsigned int)0].asDouble();
|
|
m_Rot->y = (float)JSON_PlayerRotation[(unsigned int)1].asDouble();
|
|
m_Rot->z = (float)JSON_PlayerRotation[(unsigned int)2].asDouble();
|
|
}
|
|
|
|
m_Health = (short)root.get("health", 0 ).asInt();
|
|
m_Inventory->LoadFromJson(root["inventory"]);
|
|
|
|
m_pState->LoadedWorldName = root.get("world", "world").asString();
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool cPlayer::SaveToDisk()
|
|
{
|
|
cMakeDir::MakeDir("players");
|
|
|
|
// create the JSON data
|
|
Json::Value JSON_PlayerPosition;
|
|
JSON_PlayerPosition.append( Json::Value( m_Pos->x ) );
|
|
JSON_PlayerPosition.append( Json::Value( m_Pos->y ) );
|
|
JSON_PlayerPosition.append( Json::Value( m_Pos->z ) );
|
|
|
|
Json::Value JSON_PlayerRotation;
|
|
JSON_PlayerRotation.append( Json::Value( m_Rot->x ) );
|
|
JSON_PlayerRotation.append( Json::Value( m_Rot->y ) );
|
|
JSON_PlayerRotation.append( Json::Value( m_Rot->z ) );
|
|
|
|
Json::Value JSON_Inventory;
|
|
m_Inventory->SaveToJson( JSON_Inventory );
|
|
|
|
Json::Value root;
|
|
root["position"] = JSON_PlayerPosition;
|
|
root["rotation"] = JSON_PlayerRotation;
|
|
root["inventory"] = JSON_Inventory;
|
|
root["health"] = m_Health;
|
|
root["world"] = GetWorld()->GetName();
|
|
|
|
Json::StyledWriter writer;
|
|
std::string JsonData = writer.write( root );
|
|
|
|
char SourceFile[128];
|
|
sprintf_s(SourceFile, 128, "players/%s.json", 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
|
|
{
|
|
if( fwrite( JsonData.c_str(), JsonData.size(), 1, f ) != 1 ) { LOGERROR("ERROR WRITING PLAYER JSON TO FILE %s", SourceFile ); return false; }
|
|
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;
|
|
}
|
|
|
|
const char* cPlayer::GetLoadedWorldName()
|
|
{
|
|
return m_pState->LoadedWorldName.c_str();
|
|
}
|
|
|
|
void cPlayer::UseEquippedItem()
|
|
{
|
|
if(GetGameMode() != 1) //No damage in creative
|
|
if (GetInventory().GetEquippedItem().DamageItem())
|
|
{
|
|
LOG("Player %s Broke ID: %i", GetClientHandle()->GetUsername(), GetInventory().GetEquippedItem().m_ItemID);
|
|
GetInventory().RemoveItem( GetInventory().GetEquippedItem());
|
|
}
|
|
} |