summaryrefslogtreecommitdiffstats
path: root/source/Player.h
blob: 1bc166652696e7c891fe3cda5173854c3fb3565d (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207

#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,
	} ;
	// tolua_end
	
	typedef cPawn super;
	
	CLASS_PROTODEF(cPlayer)

	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;

	/// 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();													//tolua_export
	Vector3d GetEyePosition();												//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(); }  // tolua_export

	virtual void TeleportTo(double a_PosX, double a_PosY, double a_PosZ) override;

	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;

	/// 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
	
	/// Returns true if any food has been consumed, false if player "full"
	bool Feed(short a_Food, float a_Saturation);							//tolua_export

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

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

	void AddFoodExhaustion(float a_Exhaustion) { m_FoodExhaustionLevel += a_Exhaustion; }	//tolua_export
	
	virtual void KilledBy(cPawn * 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();
	
	// 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_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;

	/// Filters out damage for creative mode
	virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
	
} ; //tolua_export