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-rw-r--r--src/Entities/Player.h118
1 files changed, 66 insertions, 52 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index cee8a1a9c..888bab90b 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -24,8 +24,7 @@ class cTeam;
// tolua_begin
-class cPlayer:
- public cPawn
+class cPlayer : public cPawn
{
// tolua_end
@@ -80,8 +79,7 @@ class cPlayer:
// tolua_begin
-public:
-
+ public:
static const int MAX_HEALTH;
static const int MAX_FOOD_LEVEL;
@@ -93,7 +91,8 @@ public:
cPlayer(const std::shared_ptr<cClientHandle> & a_Client);
virtual ~cPlayer() override;
- /** Called when spectation stops, because the player crouched or when the entity we're spectating gets removed from the world. */
+ /** Called when spectation stops, because the player crouched or when the entity we're spectating gets removed from
+ * the world. */
void OnLoseSpectated();
// tolua_begin
@@ -153,7 +152,7 @@ public:
void SetTouchGround(bool a_bTouchGround);
double GetEyeHeight(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // tolua_export
- inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
+ inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
inline const cInventory & GetInventory(void) const { return m_Inventory; }
/** Gets the contents of the player's associated enderchest */
@@ -225,7 +224,6 @@ public:
virtual bool IsFireproof() const override
{
return (m_IsFireproof || IsGameModeCreative() || IsGameModeSpectator());
-
}
/** Returns true if the player can be targeted by Mobs */
@@ -267,7 +265,8 @@ public:
/** Opens the specified window; closes the current one first using CloseWindow() */
void OpenWindow(cWindow & a_Window);
- /** Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true */
+ /** 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 */
@@ -278,7 +277,8 @@ public:
// tolua_end
/** Get a copy of the PRNG for enchanting related generation, don't use this for other purposes.
- The PRNG's state is initialised with an internal seed, such that until PermuteEnchantmentSeed is called, this function returns the same PRNG. */
+ The PRNG's state is initialised with an internal seed, such that until PermuteEnchantmentSeed is called, this
+ function returns the same PRNG. */
MTRand GetEnchantmentRandomProvider();
/** Permute the seed for enchanting related PRNGs, don't use this for other purposes. */
@@ -286,18 +286,18 @@ public:
// tolua_begin
- void SendMessage (const AString & a_Message);
- void SendMessageInfo (const AString & a_Message);
- void SendMessageFailure (const AString & a_Message);
- void SendMessageSuccess (const AString & a_Message);
- void SendMessageWarning (const AString & a_Message);
- void SendMessageFatal (const AString & a_Message);
- void SendMessagePrivateMsg (const AString & a_Message, const AString & a_Sender);
- void SendMessage (const cCompositeChat & a_Message);
- void SendMessageRaw (const AString & a_MessageRaw, eChatType a_Type = eChatType::ctChatBox);
- void SendSystemMessage (const AString & a_Message);
+ void SendMessage(const AString & a_Message);
+ void SendMessageInfo(const AString & a_Message);
+ void SendMessageFailure(const AString & a_Message);
+ void SendMessageSuccess(const AString & a_Message);
+ void SendMessageWarning(const AString & a_Message);
+ void SendMessageFatal(const AString & a_Message);
+ void SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender);
+ void SendMessage(const cCompositeChat & a_Message);
+ void SendMessageRaw(const AString & a_MessageRaw, eChatType a_Type = eChatType::ctChatBox);
+ void SendSystemMessage(const AString & a_Message);
void SendAboveActionBarMessage(const AString & a_Message);
- void SendSystemMessage (const cCompositeChat & a_Message);
+ void SendSystemMessage(const cCompositeChat & a_Message);
void SendAboveActionBarMessage(const cCompositeChat & a_Message);
const AString & GetName(void) const;
@@ -307,9 +307,12 @@ public:
bool HasPermission(const AString & a_Permission) const; // tolua_export
/** Returns true iff a_Permission matches the a_Template.
- A match is defined by either being exactly the same, or each sub-item matches until there's a wildcard in a_Template.
- Ie. {"a", "b", "c"} matches {"a", "b", "*"} but doesn't match {"a", "b"} */
- static bool PermissionMatches(const AStringVector & a_Permission, const AStringVector & a_Template); // Exported in ManualBindings with AString params
+ A match is defined by either being exactly the same, or each sub-item matches until there's a wildcard in
+ a_Template. Ie. {"a", "b", "c"} matches {"a", "b", "*"} but doesn't match {"a", "b"} */
+ static bool PermissionMatches(
+ const AStringVector & a_Permission,
+ const AStringVector & a_Template
+ ); // Exported in ManualBindings with AString params
/** Returns all the permissions that the player has assigned to them. */
const AStringVector & GetPermissions(void) const { return m_Permissions; } // Exported in ManualBindings.cpp
@@ -351,18 +354,18 @@ public:
/** Heals the player by the specified amount of HPs (positive only); sends health update */
virtual void Heal(int a_Health) override;
- 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 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; }
/** 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_FoodExhaustionLevel);
+ void SetFoodLevel(int a_FoodLevel);
+ void SetFoodSaturationLevel(double a_FoodSaturationLevel);
+ void SetFoodTickTimer(int a_FoodTickTimer);
+ void SetFoodExhaustionLevel(double a_FoodExhaustionLevel);
/** 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);
@@ -385,7 +388,11 @@ public:
/** Returns true if the player has thrown out a floater */
bool IsFishing(void) const { return m_IsFishing; }
- void SetIsFishing(bool a_IsFishing, UInt32 a_FloaterID = cEntity::INVALID_ID) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
+ void SetIsFishing(bool a_IsFishing, UInt32 a_FloaterID = cEntity::INVALID_ID)
+ {
+ m_IsFishing = a_IsFishing;
+ m_FloaterID = a_FloaterID;
+ }
UInt32 GetFloaterID(void) const { return m_FloaterID; }
@@ -417,13 +424,14 @@ public:
void Respawn(void); // tolua_export
- void SetVisible( bool a_bVisible); // tolua_export
+ void SetVisible(bool a_bVisible); // tolua_export
/** Saves all player data, such as inventory, to JSON. */
void SaveToDisk(void);
/** Loads the player data from the save file.
- Sets m_World to the world where the player will spawn, based on the stored world name or the default world by calling LoadFromFile(). */
+ Sets m_World to the world where the player will spawn, based on the stored world name or the default world by
+ calling LoadFromFile(). */
void LoadFromDisk();
const AString & GetLoadedWorldName() const { return m_CurrentWorldName; }
@@ -445,7 +453,7 @@ public:
void UseItem(int a_SlotNumber, short a_Damage = 1);
/** In UI windows, get the item that the player is dragging */
- cItem & GetDraggingItem(void) {return m_DraggingItem; } // tolua_export
+ cItem & GetDraggingItem(void) { return m_DraggingItem; } // tolua_export
/** In UI windows, set the item that the player is dragging */
void SetDraggingItem(const cItem & a_Item); // tolua_export
@@ -566,14 +574,15 @@ public:
bool PlaceBlock(Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** Calls the block placement hooks and places the blocks in the world.
- First the "placing" hooks for all the blocks are called, then the blocks are placed, and finally the "placed" hooks are called.
- If the any of the "placing" hooks aborts, none of the blocks are placed and the function returns false.
+ First the "placing" hooks for all the blocks are called, then the blocks are placed, and finally the "placed" hooks
+ are called. If the any of the "placing" hooks aborts, none of the blocks are placed and the function returns false.
Returns true if all the blocks are placed. */
bool PlaceBlocks(std::initializer_list<sSetBlock> a_Blocks);
/** Notify nearby wolves that the player or one of the player's wolves took damage or did damage to an entity
@param a_Opponent the opponent we're fighting.
- @param a_IsPlayerInvolved Should be true if the player took or did damage, and false if one of the player's wolves took or did damage.
+ @param a_IsPlayerInvolved Should be true if the player took or did damage, and false if one of the player's wolves
+ took or did damage.
*/
void NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved);
@@ -604,12 +613,12 @@ public:
virtual bool IsOnGround(void) const override { return m_bTouchGround; }
virtual bool IsSprinting(void) const override;
-private:
-
- typedef std::vector<std::vector<AString> > AStringVectorVector;
+ private:
+ typedef std::vector<std::vector<AString>> AStringVectorVector;
/** The current body stance the player has adopted. */
- std::variant<BodyStanceCrouching, BodyStanceSleeping, BodyStanceSprinting, BodyStanceStanding, BodyStanceGliding> m_BodyStance;
+ std::variant<BodyStanceCrouching, BodyStanceSleeping, BodyStanceSprinting, BodyStanceStanding, BodyStanceGliding>
+ m_BodyStance;
/** The name of the rank assigned to this player. */
AString m_Rank;
@@ -642,7 +651,8 @@ private:
/** 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 */
+ /** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action
+ * adds a little */
double m_FoodExhaustionLevel;
/** Stores the player's inventory, consisting of crafting grid, hotbar, and main slots */
@@ -655,11 +665,13 @@ private:
cWindow * m_InventoryWindow;
/** 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. */
+ 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. */
+ This is stored as a string to enable SaveToDisk to not touch cRoot, and thus can be safely called in the player's
+ destructor. */
std::string m_SpawnWorldName;
/** The name of the world which the player currently resides in.
@@ -710,7 +722,8 @@ 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. */
+ /** 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.
@@ -756,7 +769,8 @@ private:
/** Called in each tick to handle food-related processing */
void HandleFood(void);
- /** Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item. */
+ /** Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a
+ * fishing rod as equipped item. */
void HandleFloater(void);
/** Returns the filename for the player data based on the UUID given.
@@ -776,10 +790,10 @@ private:
/** Returns the dig speed using the current tool on the block a_Block.
Returns one if using hand.
If the player is using a tool that is good to break the block the value is higher.
- If he has an enchanted tool with efficiency or he has a haste or mining fatique effect it gets multiplied by a specific factor depending on the strength of the effect or enchantment.
- In he is in water it gets divided by 5 except if his tool is enchanted with aqua affinity.
- If he is not on ground it also gets divided by 5.
- Source: https://minecraft.wiki/w/Breaking#Calculation */
+ If he has an enchanted tool with efficiency or he has a haste or mining fatique effect it gets multiplied by a
+ specific factor depending on the strength of the effect or enchantment. In he is in water it gets divided by 5
+ except if his tool is enchanted with aqua affinity. If he is not on ground it also gets divided by 5. Source:
+ https://minecraft.wiki/w/Breaking#Calculation */
float GetDigSpeed(BLOCKTYPE a_Block);
/** Add the recipe Id to the known recipes.
@@ -807,4 +821,4 @@ private:
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
-} ; // tolua_export
+}; // tolua_export