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author | JK2K <ikuba03@gmail.com> | 2021-10-02 22:28:24 +0200 |
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committer | GitHub <noreply@github.com> | 2021-10-02 22:28:24 +0200 |
commit | be3111d133cf01fe266d1e267acdb9f22f98f513 (patch) | |
tree | b79806cb1443d6767e837f26ec9a815ec852dab3 /src/Entities/Player.h | |
parent | Authentication flow: move construction, slim down classes (#5312) (diff) | |
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Diffstat (limited to 'src/Entities/Player.h')
-rw-r--r-- | src/Entities/Player.h | 36 |
1 files changed, 23 insertions, 13 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h index d71fedec5..d1dfffa0b 100644 --- a/src/Entities/Player.h +++ b/src/Entities/Player.h @@ -513,22 +513,28 @@ public: The custom name will be used in the tab-list, in the player nametag and in the tab-completion. */ void SetCustomName(const AString & a_CustomName); - /** Gets the last position that the player slept in - This is initialised to the world spawn point if the player has not slept in a bed as of yet - */ - Vector3i GetLastBedPos(void) const { return m_LastBedPos; } + /** Gets the player's potential respawn position (named LastBedPos for compatibility reasons). */ + Vector3i GetLastBedPos(void) const { return m_RespawnPosition; } + + /** Returns if the respawn point is unconditionally used. */ + bool IsRespawnPointForced(void) const { return m_IsRespawnPointForced; } - /** Sets the player's bed (home / respawn) position to the specified position. - Sets the respawn world to the player's world. */ - void SetBedPos(const Vector3i a_Position); + /** Sets the player's bed position to the specified position. + Sets the respawn world to the player's world and unforces the respawn point. + The given position will be used subject to bed checks when respawning. */ + void SetBedPos(Vector3i a_Position); - /** Sets the player's bed (home / respawn) position and respawn world to the specified parameters. */ - void SetBedPos(const Vector3i a_Position, const cWorld & a_World); + /** Sets the player's bed position to the specified position. + The spawn point is unforced. The given position will be used subject to bed checks when respawning. */ + void SetBedPos(Vector3i a_Position, const cWorld & a_World); + + /** Sets the player's forced respawn position and world. */ + void SetRespawnPosition(Vector3i a_Position, const cWorld & a_World); // tolua_end - // TODO lua export GetBedPos and GetBedWorld - cWorld * GetBedWorld(); + // TODO lua export GetRespawnWorld + cWorld * GetRespawnWorld(); /** Update movement-related statistics. */ void UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround); @@ -652,8 +658,9 @@ private: cWindow * m_CurrentWindow; cWindow * m_InventoryWindow; - /** The player's last saved bed position */ - Vector3i m_LastBedPos; + /** The player's potential respawn position, initialised to world spawn by default. + During player respawn from death, if m_IsRespawnPointForced is false and no bed exists here, it will be reset to world spawn. */ + Vector3i m_RespawnPosition; /** The name of the world which the player respawns in upon death. This is stored as a string to enable SaveToDisk to not touch cRoot, and thus can be safely called in the player's destructor. */ @@ -707,6 +714,9 @@ private: /** Was the player frozen manually by a plugin or automatically by the server? */ bool m_IsManuallyFrozen; + /** Whether we unconditionally respawn to m_RespawnPosition, or check if a bed is unobstructed and available first. */ + bool m_IsRespawnPointForced; + /** Flag used by food handling system to determine whether a teleport has just happened. Will not apply food penalties if found to be true; will set to false after processing. */ bool m_IsTeleporting; |