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Diffstat (limited to 'source/Entities/Player.h')
-rw-r--r-- | source/Entities/Player.h | 372 |
1 files changed, 372 insertions, 0 deletions
diff --git a/source/Entities/Player.h b/source/Entities/Player.h new file mode 100644 index 000000000..62595f980 --- /dev/null +++ b/source/Entities/Player.h @@ -0,0 +1,372 @@ + +#pragma once + +#include "Pawn.h" +#include "../Inventory.h" +#include "../Defines.h" + + + + + +class cGroup; +class cWindow; +class cClientHandle; + + + + + +// tolua_begin +class cPlayer : + public cPawn +{ + typedef cPawn super; + +public: + enum + { + MAX_HEALTH = 20, + MAX_FOOD_LEVEL = 20, + EATING_TICKS = 30, ///< Number of ticks it takes to eat an item + MAX_AIR_LEVEL = 300, + DROWNING_TICKS = 10, //number of ticks per heart of damage + } ; + // tolua_end + + CLASS_PROTODEF(cPlayer) + + + cPlayer(cClientHandle * a_Client, const AString & a_PlayerName); + virtual ~cPlayer(); + + virtual bool Initialize(cWorld * a_World) override; + + virtual void SpawnOn(cClientHandle & a_Client) override; + + virtual void Tick(float a_Dt, cChunk & a_Chunk) override; + + virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { }; + + /// Returns the curently equipped weapon; empty item if none + virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); } + + /// Returns the currently equipped helmet; empty item if nonte + virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); } + + /// Returns the currently equipped chestplate; empty item if none + virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); } + + /// Returns the currently equipped leggings; empty item if none + virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); } + + /// Returns the currently equipped boots; empty item if none + virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); } + + void SetTouchGround( bool a_bTouchGround ); + inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; } + double GetEyeHeight(void) const; // tolua_export + Vector3d GetEyePosition(void) const; // tolua_export + inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export + inline const double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc. + inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export + inline const cInventory & GetInventory(void) const { return m_Inventory; } + + inline const cItem & GetEquippedItem(void) const { return GetInventory().GetEquippedItem(); } // tolua_export + + virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override; + + // tolua_begin + + /// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable + eGameMode GetGameMode(void) const { return m_GameMode; } + + /** Sets the gamemode for the player. + The gamemode may be gmNotSet, in that case the player inherits the world's gamemode. + Updates the gamemode on the client (sends the packet) + */ + void SetGameMode(eGameMode a_GameMode); + + /// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world + bool IsGameModeCreative(void) const; + + /// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world + bool IsGameModeSurvival(void) const; + + /// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world + bool IsGameModeAdventure(void) const; + + AString GetIP(void) const { return m_IP; } // tolua_export + + // tolua_end + + void SetIP(const AString & a_IP); + + float GetLastBlockActionTime() { return m_LastBlockActionTime; } + int GetLastBlockActionCnt() { return m_LastBlockActionCnt; } + void SetLastBlockActionCnt( int ); + void SetLastBlockActionTime(); + + // Sets the current gamemode, doesn't check validity, doesn't send update packets to client + void LoginSetGameMode(eGameMode a_GameMode); + + /// Tries to move to a new position, with collision checks and stuff + virtual void MoveTo( const Vector3d & a_NewPos ); // tolua_export + + cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export + const cWindow * GetWindow(void) const { return m_CurrentWindow; } + + /// Opens the specified window; closes the current one first using CloseWindow() + void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp + + // tolua_begin + + /// Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true + void CloseWindow(bool a_CanRefuse = true); + + /// Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow + void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true); + + cClientHandle * GetClientHandle(void) const { return m_ClientHandle; } + + void SendMessage(const AString & a_Message); + + const AString & GetName(void) const { return m_PlayerName; } + void SetName(const AString & a_Name) { m_PlayerName = a_Name; } + + // tolua_end + + typedef std::list< cGroup* > GroupList; + typedef std::list< std::string > StringList; + + /// Adds a player to existing group or creates a new group when it doesn't exist + void AddToGroup( const AString & a_GroupName ); // tolua_export + /// Removes a player from the group, resolves permissions and group inheritance (case sensitive) + void RemoveFromGroup( const AString & a_GroupName ); // tolua_export + bool CanUseCommand( const AString & a_Command ); // tolua_export + bool HasPermission( const AString & a_Permission ); // tolua_export + const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS << + StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS << + bool IsInGroup( const AString & a_Group ); // tolua_export + + AString GetColor(void) const; // tolua_export + + void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0); // tolua_export + + void Heal( int a_Health ); // tolua_export + + // tolua_begin + + int GetFoodLevel (void) const { return m_FoodLevel; } + double GetFoodSaturationLevel (void) const { return m_FoodSaturationLevel; } + int GetFoodTickTimer (void) const { return m_FoodTickTimer; } + double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; } + int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; } + + int GetAirLevel (void) const { return m_AirLevel; } + + /// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore + bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); } + + void SetFoodLevel (int a_FoodLevel); + void SetFoodSaturationLevel (double a_FoodSaturationLevel); + void SetFoodTickTimer (int a_FoodTickTimer); + void SetFoodExhaustionLevel (double a_FoodSaturationLevel); + void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining); + + /// Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full" + bool Feed(int a_Food, double a_Saturation); + + /// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values. + void AddFoodExhaustion(double a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; } + + /// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two + void FoodPoison(int a_NumTicks); + + /// Returns true if the player is currently in the process of eating the currently equipped item + bool IsEating(void) const { return (m_EatingFinishTick >= 0); } + + // tolua_end + + /// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet + void StartEating(void); + + /// Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets + void FinishEating(void); + + /// Aborts the current eating operation + void AbortEating(void); + + virtual void KilledBy(cEntity * a_Killer) override; + + void Respawn(void); // tolua_export + + void SetVisible( bool a_bVisible ); // tolua_export + bool IsVisible(void) const { return m_bVisible; } // tolua_export + + bool MoveToWorld(const char * a_WorldName); // tolua_export + + bool SaveToDisk(void); + bool LoadFromDisk(void); + void LoadPermissionsFromDisk(void); // tolua_export + + const AString & GetLoadedWorldName() { return m_LoadedWorldName; } + + void UseEquippedItem(void); + + void SendHealth(void); + + // In UI windows, the item that the player is dragging: + bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); } + cItem & GetDraggingItem(void) {return m_DraggingItem; } + + // In UI windows, when inventory-painting: + /// Clears the list of slots that are being inventory-painted. To be used by cWindow only + void ClearInventoryPaintSlots(void); + + /// Adds a slot to the list for inventory painting. To be used by cWindow only + void AddInventoryPaintSlot(int a_SlotNum); + + /// Returns the list of slots currently stored for inventory painting. To be used by cWindow only + const cSlotNums & GetInventoryPaintSlots(void) const; + + // tolua_begin + + /// Returns the current maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account) + double GetMaxSpeed(void) const; + + /// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units + double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; } + + /// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units + double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; } + + /// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed. + void SetNormalMaxSpeed(double a_Speed); + + /// Sets the sprinting maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed. + void SetSprintingMaxSpeed(double a_Speed); + + /// Sets the crouch status, broadcasts to all visible players + void SetCrouch(bool a_IsCrouched); + + /// Starts or stops sprinting, sends the max speed update to the client, if needed + void SetSprint(bool a_IsSprinting); + + /// Returns whether the player is swimming or not + virtual bool IsSwimming(void) const{ return m_IsSwimming; } + + /// Return whether the player is under water or not + virtual bool IsSubmerged(void) const{ return m_IsSubmerged; } + + // tolua_end + + // cEntity overrides: + virtual bool IsCrouched (void) const { return m_IsCrouched; } + virtual bool IsSprinting(void) const { return m_IsSprinting; } + virtual bool IsRclking (void) const { return IsEating(); } + + + +protected: + typedef std::map< std::string, bool > PermissionMap; + PermissionMap m_ResolvedPermissions; + PermissionMap m_Permissions; + + GroupList m_ResolvedGroups; + GroupList m_Groups; + + std::string m_PlayerName; + std::string m_LoadedWorldName; + + /// Player's air level (for swimming) + int m_AirLevel; + /// used to time ticks between damage taken via drowning/suffocation + int m_AirTickTimer; + + bool m_bVisible; + + // Food-related variables: + /// Represents the food bar, one point equals half a "drumstick" + int m_FoodLevel; + + /// "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel + double m_FoodSaturationLevel; + + /// Count-up to the healing or damaging action, based on m_FoodLevel + int m_FoodTickTimer; + + /// A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little + double m_FoodExhaustionLevel; + + /// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned + int m_FoodPoisonedTicksRemaining; + + /// Last position that has been recorded for food-related processing: + Vector3d m_LastFoodPos; + + float m_LastJumpHeight; + float m_LastGroundHeight; + bool m_bTouchGround; + double m_Stance; + cInventory m_Inventory; + cWindow * m_CurrentWindow; + cWindow * m_InventoryWindow; + + float m_TimeLastPickupCheck; + + void ResolvePermissions(); + + void ResolveGroups(); + char m_Color; + + float m_LastBlockActionTime; + int m_LastBlockActionCnt; + eGameMode m_GameMode; + std::string m_IP; + + cItem m_DraggingItem; + + long long m_LastPlayerListTime; + static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second + + cClientHandle * m_ClientHandle; + + cSlotNums m_InventoryPaintSlots; + + /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default + double m_NormalMaxSpeed; + + /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default + double m_SprintingMaxSpeed; + + bool m_IsCrouched; + bool m_IsSprinting; + + bool m_IsSwimming; + bool m_IsSubmerged; + + /// The world tick in which eating will be finished. -1 if not eating + Int64 m_EatingFinishTick; + + virtual void Destroyed(void); + + /// Filters out damage for creative mode + virtual void DoTakeDamage(TakeDamageInfo & TDI) override; + + /// Called in each tick to handle food-related processing + void HandleFood(void); + + /// Called in each tick to handle air-related processing i.e. drowning + void HandleAir(); + + /// Called once per tick to set IsSwimming and IsSubmerged + void SetSwimState(cChunk & a_Chunk); + + /// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) + void ApplyFoodExhaustionFromMovement(); +} ; // tolua_export + + + + |