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cuberite-2a/source/cPlayer.cpp
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

1035 lines
26 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cPlayer.h"
#include "cServer.h"
#include "cCreativeInventory.h"
#include "cSurvivalInventory.h"
#include "cClientHandle.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cChunk.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 "cTimer.h"
#include "MersenneTwister.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 "packets/cPacket_PlayerListItem.h"
#include "packets/cPacket_BlockAction.h"
#include "Vector3d.h"
#include "Vector3f.h"
#include "../iniFile/iniFile.h"
#include <json/json.h>
#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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 AString & a_PlayerName)
: m_GameMode( eGameMode_Survival )
, m_IP("")
, m_LastBlockActionTime( 0 )
, m_LastBlockActionCnt( 0 )
, 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_ClientHandle( a_Client )
, m_pState( new sPlayerState )
{
m_EntityType = eEntityType_Player;
SetMaxHealth(20);
SetMaxFoodLevel(125);
m_Inventory = new cSurvivalInventory( this );
m_CreativeInventory = new cCreativeInventory(this);
cTimer t1;
m_LastPlayerListTime = t1.GetNowTime();
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();
m_CreativeInventory->Clear();
m_Pos.x = cRoot::Get()->GetDefaultWorld()->GetSpawnX();
m_Pos.y = cRoot::Get()->GetDefaultWorld()->GetSpawnY();
m_Pos.z = cRoot::Get()->GetDefaultWorld()->GetSpawnZ();
LOGD("Player \"%s\" is connecting for the first time, spawning at default world spawn {%.2f, %.2f, %.2f}",
a_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
);
}
}
void cPlayer::Initialize( cWorld* a_World )
{
cPawn::Initialize( a_World );
GetWorld()->AddPlayer( this );
}
cPlayer::~cPlayer(void)
{
LOG("Deleting cPlayer \"%s\" @ %p", m_pState->PlayerName.c_str(), this);
SaveToDisk();
m_World->RemovePlayer( this );
m_ClientHandle = NULL;
delete m_Inventory;
m_Inventory = NULL;
delete m_CreativeInventory;
delete m_pState;
LOG("Player %p deleted", this);
}
void cPlayer::Destroyed()
{
CloseWindow(-1);
m_ClientHandle = NULL;
}
cPacket * cPlayer::GetSpawnPacket(void) const
{
LOGD("cPlayer::GetSpawnPacket for \"%s\" at pos {%.2f, %.2f, %.2f}",
m_pState->PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
);
if (!m_bVisible )
{
return NULL;
}
cPacket_NamedEntitySpawn * SpawnPacket = new cPacket_NamedEntitySpawn;
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);
short ItemID = (short)m_Inventory->GetEquippedItem().m_ItemID;
SpawnPacket->m_CurrentItem = (ItemID > 0) ? ItemID : 0; // Unlike -1 in inventory, the named entity packet uses 0 for "none"
return SpawnPacket;
}
void cPlayer::Tick(float a_Dt)
{
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything
return;
}
cPawn::Tick(a_Dt);
if (m_bDirtyOrientation && !m_bDirtyPosition)
{
cPacket_EntityLook EntityLook( this );
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook, m_ClientHandle );
m_bDirtyOrientation = false;
}
else 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 );
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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);
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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);
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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
{
m_World->CollectPickupsByPlayer(this);
}
cTimer t1;
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
{
m_World->SendPlayerList(this);
m_LastPlayerListTime = t1.GetNowTime();
}
}
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 < GetMaxHealth() )
{
m_Health = (short) MIN(a_Health + m_Health, GetMaxHealth());
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
Health.m_Food = GetFood();
Health.m_Saturation = GetFoodSaturation();
m_ClientHandle->Send( Health );
}
}
void cPlayer::Feed( short a_Food )
{
if( m_FoodLevel < GetMaxFoodLevel() )
{
m_FoodLevel = MIN(a_Food + m_FoodLevel, GetMaxFoodLevel());
cPacket_UpdateHealth Health;
Health.m_Health = m_Health;
Health.m_Food = GetFood();
Health.m_Saturation = GetFoodSaturation();
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;
Health.m_Food = GetFood();
Health.m_Saturation = GetFoodSaturation();
//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
MTRand r1;
// 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 = ((r1.randInt()%1000)-500) /100.f;
float SpeedY = ((r1.randInt()%1000)) /100.f;
float SpeedZ = ((r1.randInt()%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 = GetMaxHealth();
// 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;
#if (MINECRAFT_1_2_2 != 1 )
//TODO Less hardcoded
Packet.m_World = 0;
Packet.m_MapSeed = GetWorld()->GetWorldSeed();
#endif
//Send Packet
m_ClientHandle->Send( Packet );
//Set non Burning
SetMetaData(NORMAL);
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(m_CurrentWindow ? (char)m_CurrentWindow->GetWindowType() : 0);
a_Window->Open( *this );
m_CurrentWindow = a_Window;
}
void cPlayer::CloseWindow(char a_WindowType)
{
if (a_WindowType == 0) { // Inventory
if(m_Inventory->GetWindow()->GetDraggingItem() && m_Inventory->GetWindow()->GetDraggingItem()->m_ItemCount > 0)
{
LOG("Player holds item! Dropping it...");
TossItem( true, m_Inventory->GetWindow()->GetDraggingItem()->m_ItemCount );
}
//Drop whats in the crafting slots (1, 2, 3, 4)
for( int i = 1; i <= 4; i++ )
{
cItem* Item = m_Inventory->GetSlot( i );
if( Item->m_ItemID > 0 && Item->m_ItemCount > 0 )
{
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), *Item, vX*2, vY*2, vZ*2 );
Pickup->Initialize( GetWorld() );
}
Item->Empty();
}
}
if (m_CurrentWindow)
{
// FIXME: If the player entity is destroyed while having a chest window open, the chest will not close
if (a_WindowType == 1 && strcmp(m_CurrentWindow->GetWindowTitle().c_str(), "UberChest") == 0) { // Chest
cBlockEntity *block = m_CurrentWindow->GetOwner()->GetEntity();
cPacket_BlockAction ChestClose;
ChestClose.m_PosX = block->GetPosX();
ChestClose.m_PosY = (short)block->GetPosY();
ChestClose.m_PosZ = block->GetPosZ();
ChestClose.m_Byte1 = 1;
ChestClose.m_Byte2 = 0;
m_World->Broadcast(ChestClose);
}
m_CurrentWindow->Close( *this );
}
m_CurrentWindow = NULL;
}
void cPlayer::SetLastBlockActionTime()
{
m_LastBlockActionTime = cRoot::Get()->GetWorld()->GetTime();
}
void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
m_LastBlockActionCnt = a_LastBlockActionCnt;
}
void cPlayer::SetGameMode( eGameMode a_GameMode )
{
if ( (a_GameMode < 2) && (a_GameMode >= 0) )
{
if (m_GameMode != a_GameMode)
{
cInventory *OldInventory = 0;
if(m_GameMode == eGameMode_Survival)
OldInventory = m_Inventory;
else
OldInventory = m_CreativeInventory;
m_GameMode = a_GameMode;
cPacket_NewInvalidState GameModePacket;
GameModePacket.m_Reason = 3; //GameModeChange
GameModePacket.m_GameMode = (char)a_GameMode; //GameModeChange
m_ClientHandle->Send ( GameModePacket );
GetInventory().SendWholeInventory(m_ClientHandle);
OldInventory->SetEquippedSlot(GetInventory().GetEquippedSlot());
}
}
}
void cPlayer::LoginSetGameMode( eGameMode a_GameMode )
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP( std::string a_IP )
{
m_IP = a_IP;
}
void cPlayer::SendMessage( const char* a_Message )
{
m_ClientHandle->Send( cPacket_Chat( a_Message ) );
}
void cPlayer::TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
SetPosition( a_PosX, a_PosY, a_PosZ );
cPacket_TeleportEntity TeleportEntity( this );
cRoot::Get()->GetServer()->Broadcast( TeleportEntity, GetClientHandle() );
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
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
SetPosition( a_NewPos );
}
void cPlayer::SetVisible( bool a_bVisible )
{
if (a_bVisible && !m_bVisible) // Make visible
{
m_bVisible = true;
SpawnOn( NULL ); // Spawn on everybody
}
if (!a_bVisible && m_bVisible)
{
m_bVisible = false;
cPacket_DestroyEntity DestroyEntity( this );
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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 )
{
AStringVector 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 )
{
AStringVector 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() );
}
}
AString cPlayer::GetColor(void) const
{
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 */
m_World->RemovePlayer( this );
m_ClientHandle->RemoveFromAllChunks();
m_World->RemoveEntityFromChunk(this, m_ChunkX, m_ChunkY, m_ChunkZ);
/* Add player to all the necessary parts of the new world */
SetWorld( World );
GetWorld()->AddPlayer( this );
MoveToCorrectChunk(true);
GetClientHandle()->StreamChunks();
return true;
}
return false;
}
void cPlayer::LoadPermissionsFromDisk()
{
m_pState->Groups.clear();
m_pState->Permissions.clear();
cIniFile IniFile("users.ini");
if( IniFile.ReadFile() )
{
std::string Groups = IniFile.GetValue(m_pState->PlayerName, "Groups", "");
if( Groups.size() > 0 )
{
AStringVector 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();
}
bool cPlayer::LoadFromDisk()
{
LoadPermissionsFromDisk();
// 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() );
}
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_pState->PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmRead))
{
return false;
}
AString buffer;
if (f.ReadRestOfFile(buffer) != f.GetSize())
{
LOGERROR("ERROR READING FROM FILE \"%s\"", SourceFile.c_str());
return false;
}
f.Close();
Json::Value root;
Json::Reader reader;
if (!reader.parse(buffer, root, false))
{
LOGERROR("ERROR WHILE PARSING JSON FROM FILE %s", SourceFile.c_str());
}
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_FoodLevel = (short)root.get("food", 0 ).asInt();
m_Inventory->LoadFromJson(root["inventory"]);
m_CreativeInventory->LoadFromJson(root["creativeinventory"]);
m_pState->LoadedWorldName = root.get("world", "world").asString();
LOGD("Player \"%s\" was read from file, spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
m_pState->PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z, m_pState->LoadedWorldName.c_str()
);
return true;
}
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 JSON_CreativeInventory;
m_CreativeInventory->SaveToJson( JSON_CreativeInventory );
Json::Value root;
root["position"] = JSON_PlayerPosition;
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
root["creativeinventory"] = JSON_CreativeInventory;
root["health"] = m_Health;
root["food"] = m_FoodLevel;
root["world"] = GetWorld()->GetName();
Json::StyledWriter writer;
std::string JsonData = writer.write( root );
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_pState->PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmWrite))
{
LOGERROR("ERROR WRITING PLAYER \"%s\" TO FILE \"%s\" - cannot open file", m_pState->PlayerName.c_str(), SourceFile.c_str());
return false;
}
if (f.Write(JsonData.c_str(), JsonData.size()) != (int)JsonData.size())
{
LOGERROR("ERROR WRITING PLAYER JSON TO FILE \"%s\"", SourceFile.c_str());
return false;
}
return true;
}
const AString & cPlayer::GetName(void) const
{
return m_pState->PlayerName;
}
void cPlayer::SetName(const AString & a_Name )
{
m_pState->PlayerName = a_Name;
}
const cPlayer::GroupList & cPlayer::GetGroups()
{
return m_pState->Groups;
}
cPlayer::StringList cPlayer::GetResolvedPermissions()
{
StringList Permissions;
const PermissionMap& ResolvedPermissions = m_pState->ResolvedPermissions;
for( PermissionMap::const_iterator itr = ResolvedPermissions.begin(); itr != ResolvedPermissions.end(); ++itr )
{
if( itr->second ) Permissions.push_back( itr->first );
}
return Permissions;
}
const AString & cPlayer::GetLoadedWorldName()
{
return m_pState->LoadedWorldName;
}
void cPlayer::UseEquippedItem()
{
if(GetGameMode() != 1) //No damage in creative
{
if (GetInventory().GetEquippedItem().DamageItem())
{
LOG("Player %s Broke ID: %i", GetClientHandle()->GetUsername().c_str(), GetInventory().GetEquippedItem().m_ItemID);
GetInventory().RemoveItem( GetInventory().GetEquippedItem());
}
}
}