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cuberite-2a/source/cPlayer.cpp
faketruth 2892a844d4 Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O
Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.

Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-24 23:34:30 +00:00

815 lines
24 KiB
C++

#include "cPlayer.h"
#include "cServer.h"
#include "cInventory.h"
#include "cClientHandle.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cChunk.h"
#include "cMCLogger.h"
#include "cWindow.h"
#include "cBlockEntity.h"
#include "cGroupManager.h"
#include "cGroup.h"
#include "cChatColor.h"
#include "cItem.h"
#include "cTracer.h"
#include "cRoot.h"
#include "cMakeDir.h"
#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_PlayerPosition.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_Metadata.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_NewInvalidState.h"
#include "Vector3d.h"
#include "Vector3f.h"
#include "../iniFile/iniFile.h"
#include <json/json.h>
#ifndef _WIN32 // for mkdir
#include <sys/stat.h>
#include <sys/types.h>
#define sprintf_s(dst, size, format, ...) sprintf(dst, format, __VA_ARGS__ )
#endif
#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
extern std::vector< std::string > StringSplit( std::string str, std::string delim);
CLASS_DEFINITION( cPlayer, cPawn );
typedef std::map< std::string, bool > PermissionMap;
struct cPlayer::sPlayerState
{
PermissionMap ResolvedPermissions;
PermissionMap Permissions;
cPlayer::GroupList ResolvedGroups;
cPlayer::GroupList Groups;
std::string PlayerName;
std::string LoadedWorldName;
};
cPlayer::cPlayer(cClientHandle* a_Client, const char* a_PlayerName)
: m_bBurnable(true)
, m_GameMode( 0 )
, m_IP("")
, m_LastBlockActionTime( 0 )
, m_LastBlockActionCnt( 0 )
, e_EPMetaState(NORMAL)
, m_bVisible( true )
, m_LastGroundHeight( 0 )
, m_bTouchGround( false )
, m_Stance( 0.0 )
, m_Inventory( 0 )
, m_CurrentWindow( 0 )
, m_TimeLastPickupCheck( 0.f )
, m_Color('-')
, m_FireDamageInterval(0)
, m_BurnPeriod(0)
, m_ClientHandle( a_Client )
, m_pState( new sPlayerState )
{
m_EntityType = E_PLAYER;
m_Inventory = new cInventory( this );
m_TimeLastTeleportPacket = cWorld::GetTime();
m_TimeLastPickupCheck = cWorld::GetTime();
m_pState->PlayerName = a_PlayerName;
m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if( !LoadFromDisk() )
{
m_Inventory->Clear();
SetPosX( cRoot::Get()->GetDefaultWorld()->GetSpawnX() );
SetPosY( cRoot::Get()->GetDefaultWorld()->GetSpawnY() );
SetPosZ( cRoot::Get()->GetDefaultWorld()->GetSpawnZ() );
}
}
void cPlayer::Initialize( cWorld* a_World )
{
cPawn::Initialize( a_World );
GetWorld()->AddPlayer( this );
}
cPlayer::~cPlayer(void)
{
SaveToDisk();
m_ClientHandle = 0;
CloseWindow();
if( m_Inventory )
{
delete m_Inventory;
m_Inventory = 0;
}
delete m_pState;
GetWorld()->RemovePlayer( this ); // TODO - Remove from correct world? Or get rid of this?
}
void cPlayer::SpawnOn( cClientHandle* a_Target )
{
if( a_Target == m_ClientHandle || !m_bVisible ) return;
LOG("cPlayer::SpawnOn -> Sending %s to %s", m_pState->PlayerName.c_str(), (a_Target)?a_Target->GetUsername():"Everybody" );
cPacket_NamedEntitySpawn SpawnPacket;
SpawnPacket.m_UniqueID = m_UniqueID;
SpawnPacket.m_PlayerName = m_pState->PlayerName;
SpawnPacket.m_PosX = (int)(m_Pos->x * 32);
SpawnPacket.m_PosY = (int)(m_Pos->y * 32);
SpawnPacket.m_PosZ = (int)(m_Pos->z * 32);
SpawnPacket.m_Rotation = (char)((m_Rot->x/360.f)*256);
SpawnPacket.m_Pitch = (char)((m_Rot->y/360.f)*256);
SpawnPacket.m_CurrentItem = (short)m_Inventory->GetEquippedItem().m_ItemID;
if( a_Target == 0 )
{
cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
Chunk->Broadcast( SpawnPacket, m_ClientHandle );
}
else
{
a_Target->Send( SpawnPacket );
}
}
void cPlayer::Tick(float a_Dt)
{
cChunk* InChunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if( !InChunk ) return;
if(m_bDirtyOrientation && !m_bDirtyPosition)
{
cPacket_EntityLook EntityLook( this );
InChunk->Broadcast( EntityLook, m_ClientHandle );
m_bDirtyOrientation = false;
}
if(m_bDirtyPosition )
{
cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_MOVE, 1, this );
float DiffX = (float)(GetPosX() - m_LastPosX );
float DiffY = (float)(GetPosY() - m_LastPosY );
float DiffZ = (float)(GetPosZ() - m_LastPosZ );
float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
if( SqrDist > 4*4 // 4 blocks is max Relative Move
|| cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
{
//LOG("Teleported %f", sqrtf(SqrDist) );
cPacket_TeleportEntity TeleportEntity( this );
InChunk->Broadcast( TeleportEntity, m_ClientHandle );
m_TimeLastTeleportPacket = cWorld::GetTime();
}
else
{ // Relative move sucks balls! It's always wrong wtf!
if( m_bDirtyOrientation )
{
cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
InChunk->Broadcast( RelativeEntityMoveLook, m_ClientHandle );
}
else
{
cPacket_RelativeEntityMove RelativeEntityMove;
RelativeEntityMove.m_UniqueID = GetUniqueID();
RelativeEntityMove.m_MoveX = (char)(DiffX*32);
RelativeEntityMove.m_MoveY = (char)(DiffY*32);
RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
InChunk->Broadcast( RelativeEntityMove, m_ClientHandle );
}
}
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
m_ClientHandle->StreamChunks();
}
if( m_Health > 0 ) // make sure player is alive
{
if( cWorld::GetTime() - m_TimeLastPickupCheck > 0.5f ) // Each 0.5 second, check for pickups
{
m_TimeLastPickupCheck = cWorld::GetTime();
// and also check if near a pickup
// TODO: Don't only check in current chunks, but also close chunks (chunks within range)
cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
Chunk->LockEntities();
cWorld::EntityList Entities = Chunk->GetEntities();
for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end();++itr)
{
if( (*itr)->GetEntityType() != cEntity::E_PICKUP ) continue; // Only pickups
float DiffX = (float)((*itr)->GetPosX() - GetPosX() );
float DiffY = (float)((*itr)->GetPosY() - GetPosY() );
float DiffZ = (float)((*itr)->GetPosZ() - GetPosZ() );
float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
if(SqrDist < 1.5f*1.5f) // 1.5 block
{
cPickup* Pickup = reinterpret_cast<cPickup*>(*itr);
Pickup->CollectedBy( this );
}
}
Chunk->UnlockEntities();
}
}
CheckMetaDataBurn();
if(e_EPMetaState == BURNING){
InStateBurning(a_Dt);
}
}
void cPlayer::InStateBurning(float a_Dt) {
m_FireDamageInterval += a_Dt;
char block = GetWorld()->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y), float2int(m_Pos->z) );
char bblock = GetWorld()->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y)+1, float2int(m_Pos->z) );
if(m_FireDamageInterval > 800) {
m_FireDamageInterval = 0;
m_BurnPeriod++;
if(block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE) {
m_BurnPeriod = 0;
TakeDamage(6, this);
}else{
TakeDamage(1, this);
}
if(m_BurnPeriod > 7) {
cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
e_EPMetaState = NORMAL;
cPacket_Metadata md(NORMAL, GetUniqueID());
//md.m_UniqueID = GetUniqueID();
InChunk->Broadcast(md);
m_BurnPeriod = 0;
}
}
}
//----Change Entity MetaData
void cPlayer::CheckMetaDataBurn() {
char block = GetWorld()->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y), float2int(m_Pos->z) );
char bblock = GetWorld()->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y)+1, float2int(m_Pos->z) );
if(e_EPMetaState == BURNING && (block == E_BLOCK_WATER || block == E_BLOCK_STATIONARY_WATER
|| bblock == E_BLOCK_WATER || bblock == E_BLOCK_STATIONARY_WATER)) {
cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if(!InChunk)
return;
e_EPMetaState = NORMAL;
cPacket_Metadata md(NORMAL,GetUniqueID());
InChunk->Broadcast(md);
}else if(m_bBurnable && e_EPMetaState != BURNING && (block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)) {
cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if(!InChunk)
return;
printf("I should burn\n");
e_EPMetaState = BURNING;
cPacket_Metadata md(BURNING,GetUniqueID());
InChunk->Broadcast(md);
}
}
void cPlayer::SetTouchGround( bool a_bTouchGround )
{
m_bTouchGround = a_bTouchGround;
if( !m_bTouchGround )
{
cWorld* World = GetWorld();
char BlockID = World->GetBlock( float2int(m_Pos->x), float2int(m_Pos->y), float2int(m_Pos->z) );
if( BlockID != E_BLOCK_AIR )
{
m_bTouchGround = true;
}
if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
{
m_LastGroundHeight = (float)m_Pos->y;
}
}
if( m_bTouchGround )
{
float Dist = (float)(m_LastGroundHeight - m_Pos->y);
if( Dist > 4.f ) // Player dropped
{
int Damage = (int)(Dist - 4.f);
if( Damage > 0 )
{
TakeDamage( Damage, 0 );
}
}
m_LastGroundHeight = (float)m_Pos->y;
}
}
void cPlayer::Heal( int a_Health )
{
if( m_Health < 20 )
{
m_Health = (short) MIN(a_Health + m_Health, 20);
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
m_ClientHandle->Send( Health );
}
}
void cPlayer::TakeDamage( int a_Damage, cEntity* a_Instigator )
{
if ( !(m_GameMode == 1) ) {
cPawn::TakeDamage( a_Damage, a_Instigator );
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
//TODO: Causes problems sometimes O.o (E.G. Disconnecting when attacked)
if(m_ClientHandle != 0)
m_ClientHandle->Send( Health );
}
}
void cPlayer::KilledBy( cEntity* a_Killer )
{
cPawn::KilledBy( a_Killer );
if( m_Health > 0 ) return; // not dead yet =]
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
cItem* Items = m_Inventory->GetSlots();
for( unsigned int i = 1; i < m_Inventory->c_NumSlots; ++i )
{
if( !Items[i].IsEmpty() )
{
float SpeedX = ((rand()%1000)-500) /100.f;
float SpeedY = ((rand()%1000)) /100.f;
float SpeedZ = ((rand()%1000)-500) /100.f;
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), Items[i], SpeedX, SpeedY, SpeedZ );
Pickup->Initialize( GetWorld() );
}
Items[i].Empty();
}
SaveToDisk(); // Save it, yeah the world is a tough place !
}
void cPlayer::Respawn()
{
m_Health = 20;
// Create Respawn player packet
cPacket_Respawn Packet;
//Set Gamemode for packet by looking at world's gamemode (Need to check players gamemode.)
//Packet.m_CreativeMode = (char)GetWorld()->GetGameMode();
Packet.m_CreativeMode = (char)m_GameMode; //Set GameMode packet based on Player's GameMode;
//Send Packet
e_EPMetaState = NORMAL;
m_ClientHandle->Send( Packet );
TeleportTo( GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ() );
SetVisible( true );
}
double cPlayer::GetEyeHeight()
{
return m_Stance;
}
Vector3d cPlayer::GetEyePosition()
{
return Vector3d( m_Pos->x, m_Stance, m_Pos->z );
}
void cPlayer::OpenWindow( cWindow* a_Window )
{
CloseWindow();
a_Window->Open( *this );
m_CurrentWindow = a_Window;
}
void cPlayer::CloseWindow()
{
if( m_CurrentWindow ) m_CurrentWindow->Close( *this );
m_CurrentWindow = 0;
}
void cPlayer::SetLastBlockActionTime()
{
m_LastBlockActionTime = cRoot::Get()->GetWorld()->GetTime();
}
void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
m_LastBlockActionCnt = a_LastBlockActionCnt;
}
void cPlayer::SetGameMode( int a_GameMode )
{
if ( (a_GameMode < 2) && (a_GameMode >= 0) ) {
if (m_GameMode != a_GameMode) {
m_GameMode = a_GameMode;
cPacket_NewInvalidState GameModePacket;
GameModePacket.m_Reason = 3; //GameModeChange
GameModePacket.m_GameMode = (char)a_GameMode; //GameModeChange
m_ClientHandle->Send ( GameModePacket );
}
}
}
void cPlayer::LoginSetGameMode( int a_GameMode )
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP( std::string a_IP )
{
m_IP = a_IP;
}
#ifdef SendMessage // Cause stupid windows.h defines SendMessage as SendMessageA
#undef SendMessage
#endif
void cPlayer::SendMessage( const char* a_Message )
{
m_ClientHandle->Send( cPacket_Chat( a_Message ) );
}
void cPlayer::TeleportTo( cEntity* a_Entity )
{
cPawn::TeleportTo( a_Entity );
cPacket_PlayerPosition PlayerPosition( this );
m_ClientHandle->Send( PlayerPosition );
}
void cPlayer::TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
cPawn::TeleportTo( a_PosX, a_PosY, a_PosZ );
cPacket_PlayerPosition PlayerPosition( this );
m_ClientHandle->Send( PlayerPosition );
}
void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
// TODO: should do some checks to see if player is not moving through terrain
SetPosition( a_NewPos );
}
void cPlayer::SetVisible( bool a_bVisible )
{
if( a_bVisible == true && m_bVisible == false ) // Make visible
{
m_bVisible = true;
SpawnOn( 0 ); // Spawn on everybody
}
if( a_bVisible == false && m_bVisible == true )
{
m_bVisible = false;
cPacket_DestroyEntity DestroyEntity( this );
cChunk* Chunk = 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::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
{
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();
}