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#pragma once
#include "cPawn.h"
#include <list>
#include <string> // TODO - use const char*
class cGroup;
class cWindow;
class cInventory;
class cClientHandle;
class cPlayer : public cPawn //tolua_export
{ //tolua_export
public:
CLASS_PROTOTYPE();
cPlayer(cClientHandle* a_Client, const char* a_PlayerName);
virtual ~cPlayer();
virtual void Initialize( cWorld* a_World ); //tolua_export
virtual void SpawnOn( cClientHandle* a_Target );
virtual void Tick(float a_Dt);
void SetTouchGround( bool a_bTouchGround );
inline void SetStance( const double & a_Stance ) { m_Stance = a_Stance; }
double GetEyeHeight(); //tolua_export
Vector3d GetEyePosition(); //tolua_export
inline bool GetFlying() { return m_bTouchGround; } //tolua_export
inline const double & GetStance() { return m_Stance; } //tolua_export
cInventory & GetInventory() { return *m_Inventory; } //tolua_export
virtual void TeleportTo( cEntity* a_Entity ); //tolua_export
virtual void TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ ); //tolua_export
int GetGameMode() { return m_GameMode; } //tolua_export
std::string GetIP() { return m_IP; } //tolua_export
float GetLastBlockActionTime() { return m_LastBlockActionTime; } //return LastBlockActionTime for player.
void SetLastBlockActionTime();
void SetGameMode( int a_GameMode );
void SetIP( std::string a_IP );
// Tries to move to a new position, with collision checks and stuff
virtual void MoveTo( const Vector3d & a_NewPos ); //tolua_export
cWindow* GetWindow() { return m_CurrentWindow; }
void OpenWindow( cWindow* a_Window );
void CloseWindow();
cClientHandle* GetClientHandle() { return m_ClientHandle; } //tolua_export
void SetClientHandle( cClientHandle* a_Client ) { m_ClientHandle = a_Client; }
void SendMessage( const char* a_Message ); //tolua_export
const char* GetName(); //tolua_export
void SetName( const char* a_Name ); //tolua_export
typedef std::list< cGroup* > GroupList;
void AddToGroup( const char* a_GroupName ); //tolua_export
bool CanUseCommand( const char* a_Command ); //tolua_export
bool HasPermission( const char* a_Permission ); //tolua_export
const GroupList & GetGroups(); // >> EXPORTED IN MANUALBINDINGS <<
bool IsInGroup( const char* a_Group ); //tolua_export
std::string GetColor(); //tolua_export
void TossItem( bool a_bDraggingItem, int a_Amount = 1 ); //tolua_export
void Heal( int a_Health ); //tolua_export
void TakeDamage( int a_Damage, cEntity* a_Instigator ); //tolua_export
void KilledBy( cEntity* a_Killer ); //tolua_export
void Respawn(); //tolua_export
void SetVisible( bool a_bVisible ); //tolua_export
bool IsVisible() { return m_bVisible; } //tolua_export
bool SaveToDisk();
bool LoadFromDisk();
const char* GetLoadedWorldName();
//Burning logic
bool m_bBurnable;
enum PMetaState{NORMAL,BURNING,CROUCHED,RIDING} e_EPMetaState;
virtual void CheckMetaDataBurn();
virtual void InStateBurning(float a_Dt);
protected:
struct sPlayerState;
sPlayerState* m_pState;
bool m_bVisible;
float m_LastGroundHeight;
bool m_bTouchGround;
double m_Stance;
cInventory* m_Inventory;
cWindow* m_CurrentWindow;
float m_TimeLastPickupCheck;
void ResolvePermissions();
void ResolveGroups();
char m_Color;
float m_FireDamageInterval;
float m_BurnPeriod;
float m_LastBlockActionTime;
int m_GameMode;
std::string m_IP;
cClientHandle* m_ClientHandle;
}; //tolua_export
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