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#pragma once

#include "cPawn.h"
#include "cInventory.h"
#include "Defines.h"





class cGroup;
class cWindow;
class cClientHandle;





class cPlayer : public cPawn												//tolua_export
{																			//tolua_export
public:
	typedef cPawn super;
	
	CLASS_PROTOTYPE()

	cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
	virtual ~cPlayer();

	virtual void Initialize( cWorld* a_World );								//tolua_export

	virtual void SpawnOn(cClientHandle & a_Client) override;
	
	virtual void Tick(float a_Dt) override;

	void SetTouchGround( bool a_bTouchGround );
	inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
	double GetEyeHeight();													//tolua_export
	Vector3d GetEyePosition();												//tolua_export
	OBSOLETE
	inline bool GetFlying() { return m_bTouchGround; }						//tolua_export
	inline bool IsOnGround(void) const {return m_bTouchGround; }  // tolua_export
	inline const double GetStance(void) const { return m_Pos.y + 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(); }

	virtual void TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ );		//tolua_export

	eGameMode GetGameMode(void) const { return m_GameMode; }														//tolua_export
	std::string GetIP() { return m_IP; }																//tolua_export
	float GetLastBlockActionTime() { return m_LastBlockActionTime; }									//tolua_export
	int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }										//tolua_export
	void SetLastBlockActionCnt( int );																	//tolua_export
	void SetLastBlockActionTime();																		//tolua_export
	void SetGameMode( eGameMode a_GameMode );															//tolua_export
	void LoginSetGameMode( eGameMode a_GameMode );
	void SetIP(const AString & 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(char a_WindowType);

	cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }			//tolua_export

	void SendMessage(const AString & a_Message);								//tolua_export

	const AString & GetName(void) const { return m_PlayerName; }			//tolua_export
	void SetName(const AString & a_Name) { m_PlayerName = a_Name; }			//tolua_export

	typedef std::list< cGroup* > GroupList;
	typedef std::list< std::string > StringList;
	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() { return m_Groups; }						// >> EXPORTED IN MANUALBINDINGS <<
	StringList GetResolvedPermissions();									// >> EXPORTED IN MANUALBINDINGS <<
	bool IsInGroup( const char* 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
	
	/// Returns true if any food has been consumed, false if player "full"
	bool Feed(short a_Food, float a_Saturation);

	short GetMaxFoodLevel() { return m_MaxFoodLevel; }
	short GetFoodLevel() { return m_FoodLevel; }

	float GetMaxFoodSaturationLevel() { return m_MaxFoodSaturationLevel; }
	float GetFoodSaturationLevel() { return m_FoodSaturationLevel; }

	void AddFoodExhaustion(float a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; }
	
	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 MoveToWorld( const char* a_WorldName );							//tolua_export

	bool SaveToDisk();
	bool LoadFromDisk();
	void LoadPermissionsFromDisk();											//tolua_export

	const AString & GetLoadedWorldName() { return m_LoadedWorldName; }

	void UseEquippedItem(void);
	
	void SendHealth();
	
	// In UI windows, the item that the player is dragging:
	bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
	cItem & GetDraggingItem(void) {return m_DraggingItem; }

protected:
	virtual void Destroyed();

	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;

	bool m_bVisible;

	short m_FoodLevel;
	short m_MaxFoodLevel;
	float m_FoodSaturationLevel;
	float m_MaxFoodSaturationLevel;
	float m_FoodExhaustionLevel;
	char m_FoodTickTimer;

	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;
}; //tolua_export