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path: root/source/cPlayer.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "cPlayer.h"
#include "cServer.h"
#include "cCreativeInventory.h"
#include "cSurvivalInventory.h"
#include "cClientHandle.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cWindow.h"
#include "cBlockEntity.h"
#include "cGroupManager.h"
#include "cGroup.h"
#include "cChatColor.h"
#include "cItem.h"
#include "cTracer.h"
#include "cRoot.h"
#include "cMakeDir.h"
#include "cTimer.h"
#include "MersenneTwister.h"

#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_Metadata.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_BlockAction.h"

#include "Vector3d.h"
#include "Vector3f.h"

#include "../iniFile/iniFile.h"
#include <json/json.h>

#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))





CLASS_DEFINITION( cPlayer, cPawn );





cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
	: m_GameMode(eGameMode_NotSet)
	, m_IP("")
	, m_LastBlockActionTime( 0 )
	, m_LastBlockActionCnt( 0 )
	, m_bVisible( true )
	, m_LastGroundHeight( 0 )
	, m_bTouchGround( false )
	, m_Stance( 0.0 )
	, m_Inventory( 0 )
	, m_CurrentWindow( 0 )
	, m_TimeLastPickupCheck( 0.f )
	, m_Color('-')
	, m_ClientHandle( a_Client )
	, m_FoodExhaustionLevel(0.f)
	, m_FoodTickTimer(0)
{
	LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d", 
		a_PlayerName.c_str(), a_Client->GetSocket().GetIPString().c_str(),
		this, GetUniqueID()
	);
	m_EntityType = eEntityType_Player;

	SetMaxHealth(20);
	m_MaxFoodLevel = 20;
	m_MaxFoodSaturationLevel = 20.f;
	
	m_FoodLevel = m_MaxFoodLevel;
	m_FoodSaturationLevel = 5.f;

	m_Inventory = new cSurvivalInventory( this );
	m_CreativeInventory = new cCreativeInventory(this);
	cTimer t1;
	m_LastPlayerListTime = t1.GetNowTime();

	m_TimeLastTeleportPacket = cWorld::GetTime();
	m_TimeLastPickupCheck = cWorld::GetTime();
	
	m_PlayerName = a_PlayerName;
	m_bDirtyPosition = true; // So chunks are streamed to player at spawn

	if( !LoadFromDisk() )
	{
		m_Inventory->Clear();
		m_CreativeInventory->Clear();
		m_Pos.x = cRoot::Get()->GetDefaultWorld()->GetSpawnX();
		m_Pos.y = cRoot::Get()->GetDefaultWorld()->GetSpawnY();
		m_Pos.z = cRoot::Get()->GetDefaultWorld()->GetSpawnZ();
		
		LOGD("Player \"%s\" is connecting for the first time, spawning at default world spawn {%.2f, %.2f, %.2f}",
			a_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
		);
	}
}





void cPlayer::Initialize( cWorld* a_World )
{
	cPawn::Initialize( a_World );
	GetWorld()->AddPlayer( this );
}





cPlayer::~cPlayer(void)
{
	LOG("Deleting cPlayer \"%s\" at %p, ID %d", m_PlayerName.c_str(), this, GetUniqueID());
	
	SaveToDisk();

	m_World->RemovePlayer( this );

	m_ClientHandle = NULL;
	
	delete m_Inventory;
	m_Inventory = NULL;

	delete m_CreativeInventory;
	
	LOG("Player %p deleted", this);
}





void cPlayer::Destroyed()
{
	CloseWindow(-1);
	m_ClientHandle = NULL;
}





cPacket * cPlayer::GetSpawnPacket(void) const
{
	LOGD("cPlayer::GetSpawnPacket for \"%s\" at pos {%.2f, %.2f, %.2f}",
		m_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
	);
	
	if (!m_bVisible )
	{
		return NULL;
	}
	
	cPacket_NamedEntitySpawn * SpawnPacket = new cPacket_NamedEntitySpawn;
	SpawnPacket->m_UniqueID    = m_UniqueID;
	SpawnPacket->m_PlayerName  = m_PlayerName;
	SpawnPacket->m_PosX        = (int)(m_Pos.x * 32);
	SpawnPacket->m_PosY        = (int)(m_Pos.y * 32);
	SpawnPacket->m_PosZ        = (int)(m_Pos.z * 32);
	SpawnPacket->m_Rotation    = (char)((m_Rot.x / 360.f) * 256);
	SpawnPacket->m_Pitch       = (char)((m_Rot.y / 360.f) * 256);
	short ItemID = (short)m_Inventory->GetEquippedItem().m_ItemID;
	SpawnPacket->m_CurrentItem = (ItemID > 0) ? ItemID : 0;  // Unlike -1 in inventory, the named entity packet uses 0 for "none"
	return SpawnPacket;
}





void cPlayer::Tick(float a_Dt)
{
	if (!m_ClientHandle->IsPlaying())
	{
		// We're not yet in the game, ignore everything
		return;
	}
	
	cPawn::Tick(a_Dt);

	if (m_bDirtyOrientation && !m_bDirtyPosition)
	{
		cPacket_EntityLook EntityLook(*this);
		m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook, m_ClientHandle );
		cPacket_EntityHeadLook EntityHeadLook(*this);
		m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityHeadLook, m_ClientHandle);
		m_bDirtyOrientation = false;
	}
	else if (m_bDirtyPosition )
	{
		cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_MOVE, 1, this );

		float DiffX = (float)(GetPosX() - m_LastPosX );
		float DiffY = (float)(GetPosY() - m_LastPosY );
		float DiffZ = (float)(GetPosZ() - m_LastPosZ );
		float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
		if (
			(SqrDist > 4 * 4) ||  // 4 blocks is max Relative Move
			(cWorld::GetTime() - m_TimeLastTeleportPacket > 2 )  // Send an absolute position every 2 seconds
		)
		{
			//LOG("Teleported %f", sqrtf(SqrDist) );
			cPacket_TeleportEntity TeleportEntity( this );
			m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity, m_ClientHandle);
			m_TimeLastTeleportPacket = cWorld::GetTime();
		}
		else
		{	// Relative move sucks balls! It's always wrong wtf!
			if( m_bDirtyOrientation )
			{
				cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
				RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
				RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
				RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
				RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
				RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
				RelativeEntityMoveLook.m_Pitch    = (char)((GetPitch()/360.f)*256);
				m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMoveLook, m_ClientHandle );
			}
			else
			{
				cPacket_RelativeEntityMove RelativeEntityMove;
				RelativeEntityMove.m_UniqueID = GetUniqueID();
				RelativeEntityMove.m_MoveX = (char)(DiffX*32);
				RelativeEntityMove.m_MoveY = (char)(DiffY*32);
				RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
				m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove, m_ClientHandle );
			}
		}
		m_LastPosX = GetPosX();
		m_LastPosY = GetPosY();
		m_LastPosZ = GetPosZ();
		m_bDirtyPosition = false;
		m_ClientHandle->StreamChunks();
	}

	if (m_Health > 0) // make sure player is alive
	{
		m_World->CollectPickupsByPlayer(this);

		//Handle Health:
		m_FoodTickTimer++;
		if(m_FoodTickTimer >= 80)
		{
			m_FoodTickTimer = 0;

			if(m_FoodLevel >= 17)
			{
				Heal(1);
			}else if(m_FoodLevel == 0)
			{
				TakeDamage(1, NULL);
			}
		}

		//TODO: Increase Exhaustion level http://www.minecraftwiki.net/wiki/Hunger#Exhaustion_level_increase
		if(m_FoodExhaustionLevel >= 4.f)
		{
			m_FoodExhaustionLevel -= 4.f;

			if(m_FoodSaturationLevel >= 1.f)
				m_FoodSaturationLevel--;
			else
				m_FoodLevel = MAX(m_FoodLevel -1, 0);

			SendHealth();
		}
	}
	
	cTimer t1;
	// Send Player List (Once per m_LastPlayerListTime/1000 ms)
	if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
	{
		m_World->SendPlayerList(this);
		m_LastPlayerListTime = t1.GetNowTime();
	}
}





void cPlayer::SetTouchGround( bool a_bTouchGround )
{
	m_bTouchGround = a_bTouchGround;

	if( !m_bTouchGround )
	{
		cWorld* World = GetWorld();
		char BlockID = World->GetBlock( float2int(m_Pos.x), float2int(m_Pos.y), float2int(m_Pos.z) );
		if( BlockID != E_BLOCK_AIR )
		{
			m_bTouchGround = true;
		}
		if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
		{
			m_LastGroundHeight = (float)m_Pos.y;
		}
	}

	if( m_bTouchGround )
	{
		float Dist = (float)(m_LastGroundHeight - m_Pos.y);
		if( Dist > 4.f ) // Player dropped
		{
			int Damage = (int)(Dist - 4.f);
			if( Damage > 0 )
			{
				TakeDamage( Damage, 0 );
			}
		}

		m_LastGroundHeight = (float)m_Pos.y;
	}
}

void cPlayer::Heal( int a_Health )
{
	if( m_Health < GetMaxHealth() )
	{
		m_Health = (short) MIN(a_Health + m_Health, GetMaxHealth());

		
		SendHealth();
	}
}

bool cPlayer::Feed(short a_Food, float a_Saturation)
{
	if (m_FoodLevel >= GetMaxFoodLevel())
	{
		return false;
	}
	
	m_FoodLevel = MIN(a_Food + m_FoodLevel, GetMaxFoodLevel());
	m_FoodSaturationLevel = MIN(m_FoodSaturationLevel + a_Saturation, GetMaxFoodSaturationLevel());
	
	SendHealth();
	return true;
}

void cPlayer::SendHealth()
{
	cPacket_UpdateHealth Health;
	Health.m_Health = GetHealth();
	Health.m_Food = GetFoodLevel();
	Health.m_Saturation = GetFoodSaturationLevel();
	if(m_ClientHandle != 0)
		m_ClientHandle->Send( Health );
}

void cPlayer::TakeDamage( int a_Damage, cEntity* a_Instigator )
{
	if(m_GameMode != eGameMode_Creative)
	{
		cPawn::TakeDamage( a_Damage, a_Instigator );

		AddFoodExhaustion(0.3f);

		SendHealth();
	}
}





void cPlayer::KilledBy(cEntity * a_Killer)
{
	cPawn::KilledBy(a_Killer);

	if (m_Health > 0)
	{
		return; //  not dead yet =]
	}

	m_bVisible = false; // So new clients don't see the player

	// Puke out all the items
	cItem* Items = m_Inventory->GetSlots();
	cItems Pickups;
	for (unsigned int i = 1; i < m_Inventory->c_NumSlots; ++i)
	{
		if( !Items[i].IsEmpty() )
		{
			Pickups.push_back(Items[i]);
		}
		Items[i].Empty();
	}
	m_World->SpawnItemPickups(Pickups, m_Pos.x, m_Pos.y, m_Pos.z, 10);
	SaveToDisk(); // Save it, yeah the world is a tough place !
}





void cPlayer::Respawn()
{
	m_Health = GetMaxHealth();

	// Create Respawn player packet
	cPacket_Respawn Packet;
	//Set Gamemode for packet by looking at world's gamemode (Need to check players gamemode.)
	//Packet.m_CreativeMode = (char)GetWorld()->GetGameMode();
	Packet.m_CreativeMode = (char)m_GameMode; //Set GameMode packet based on Player's GameMode;

	//Send Packet
	m_ClientHandle->Send( Packet );
	
	//Set non Burning
	SetMetaData(NORMAL);

	TeleportTo( GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ() );

	SetVisible( true );
}

double cPlayer::GetEyeHeight()
{
	return m_Stance;
}

Vector3d cPlayer::GetEyePosition()
{
	return Vector3d( m_Pos.x, m_Stance, m_Pos.z );
}

void cPlayer::OpenWindow( cWindow* a_Window )
{
	CloseWindow(m_CurrentWindow ? (char)m_CurrentWindow->GetWindowType() : 0);
	a_Window->Open( *this );
	m_CurrentWindow = a_Window;
}





void cPlayer::CloseWindow(char a_WindowType)
{
	if (a_WindowType == 0)
	{
		// Inventory
		if (
			(m_Inventory->GetWindow()->GetDraggingItem() != NULL) && 
			(m_Inventory->GetWindow()->GetDraggingItem()->m_ItemCount > 0)
		)
		{
			LOGD("Player holds item! Dropping it...");
			TossItem( true, m_Inventory->GetWindow()->GetDraggingItem()->m_ItemCount );
		}

		//Drop whats in the crafting slots (1, 2, 3, 4)
		cItems Drops;
		for (int i = 1; i <= 4; i++)
		{
			cItem* Item = m_Inventory->GetSlot( i );
			if (!Item->IsEmpty())
			{
				Drops.push_back(*Item);
			}
			Item->Empty();
		}
		float vX = 0, vY = 0, vZ = 0;
		EulerToVector(-GetRotation(), GetPitch(), vZ, vX, vY);
		vY = -vY*2 + 1.f;
		m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 2, vY * 2, vZ * 2);
	}
	
	if (m_CurrentWindow != NULL)
	{
		// FIXME: If the player entity is destroyed while having a chest window open, the chest will not close
		if ((a_WindowType == 1) && (m_CurrentWindow->GetWindowType() == cWindow::Chest))
		{
			// Chest
			cPacket_BlockAction ChestClose;
			int y = 0;
			m_CurrentWindow->GetOwner()->GetBlockPos(ChestClose.m_PosX, y, ChestClose.m_PosZ);
			ChestClose.m_PosY = (short)y;
			ChestClose.m_Byte1 = 1;  // Unused, always 1
			ChestClose.m_Byte2 = 0;  // 0 = closed
			m_World->Broadcast(ChestClose);
		}
		
		m_CurrentWindow->Close( *this );
	}
	m_CurrentWindow = NULL;
}





void cPlayer::SetLastBlockActionTime()
{
	if (m_World != NULL)
	{
		m_LastBlockActionTime = m_World->GetTime();
	}
}





void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
	m_LastBlockActionCnt = a_LastBlockActionCnt;
}





void cPlayer::SetGameMode( eGameMode a_GameMode )
{
	if ( (a_GameMode < 2) && (a_GameMode >= 0) )
	{
		if (m_GameMode != a_GameMode)
		{
			cInventory *OldInventory = 0;
			if(m_GameMode == eGameMode_Survival)
				OldInventory = m_Inventory;
			else
				OldInventory = m_CreativeInventory;

			m_GameMode = a_GameMode;
			cPacket_NewInvalidState GameModePacket;
			GameModePacket.m_Reason = 3; //GameModeChange
			GameModePacket.m_GameMode = (char)a_GameMode; //GameModeChange
			m_ClientHandle->Send ( GameModePacket );
			GetInventory().SendWholeInventory(m_ClientHandle);
			
			GetInventory().SetEquippedSlot(OldInventory->GetEquippedSlot());
		}
	}
}





void cPlayer::LoginSetGameMode( eGameMode a_GameMode )
{
	m_GameMode = a_GameMode;
}





void cPlayer::SetIP( std::string a_IP )
{
	m_IP = a_IP;
}





void cPlayer::SendMessage( const char* a_Message )
{
	m_ClientHandle->Send( cPacket_Chat( a_Message ) );
}





void cPlayer::TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
	SetPosition( a_PosX, a_PosY, a_PosZ );

	cPacket_TeleportEntity TeleportEntity( this );
	cRoot::Get()->GetServer()->Broadcast( TeleportEntity, GetClientHandle() );
	

	cPacket_PlayerPosition PlayerPosition( this );

	m_ClientHandle->Send( PlayerPosition );
}





void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
	// TODO: should do some checks to see if player is not moving through terrain
	// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
	
	SetPosition( a_NewPos );
}





void cPlayer::SetVisible( bool a_bVisible )
{
	if (a_bVisible && !m_bVisible) // Make visible
	{
		m_bVisible = true;
		SpawnOn( NULL ); // Spawn on everybody
	}
	if (!a_bVisible && m_bVisible)
	{
		m_bVisible = false;
		cPacket_DestroyEntity DestroyEntity( this );
		m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, DestroyEntity );	// Destroy on all clients
	}
}





void cPlayer::AddToGroup( const char* a_GroupName )
{
	cGroup* Group = cRoot::Get()->GetGroupManager()->GetGroup( a_GroupName );
	m_Groups.push_back( Group );
	LOG("Added %s to group %s", m_PlayerName.c_str(), a_GroupName );
	ResolveGroups();
	ResolvePermissions();
}





bool cPlayer::CanUseCommand( const char* a_Command )
{
	for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
	{
		if( (*itr)->HasCommand( a_Command ) ) return true;
	}
	return false;
}





bool cPlayer::HasPermission( const char* a_Permission )
{
	AStringVector Split = StringSplit( a_Permission, "." );
	PermissionMap Possibilities = m_ResolvedPermissions;
	// Now search the namespaces
	while( Possibilities.begin() != Possibilities.end() )
	{
		PermissionMap::iterator itr = Possibilities.begin();
		if( itr->second )
		{
			AStringVector OtherSplit = StringSplit( itr->first, "." );
			if( OtherSplit.size() <= Split.size() )
			{
				unsigned int i;
				for( i = 0; i < OtherSplit.size(); ++i )
				{
					if( OtherSplit[i].compare( Split[i] ) != 0 )
					{
						if( OtherSplit[i].compare("*") == 0 ) return true; // WildCard man!! WildCard!
						break;
					}
				}
				if( i == Split.size() ) return true;
			}
		}
		Possibilities.erase( itr );
	}

	// Nothing that matched :(
	return false;
}





bool cPlayer::IsInGroup( const char* a_Group )
{
	for( GroupList::iterator itr = m_ResolvedGroups.begin(); itr != m_ResolvedGroups.end(); ++itr )
	{
		if( strcmp( a_Group, (*itr)->GetName().c_str() ) == 0 )
			return true;
	}
	return false;
}





void cPlayer::ResolvePermissions()
{
	m_ResolvedPermissions.clear();	// Start with an empty map yo~

	// Copy all player specific permissions into the resolved permissions map
	for( PermissionMap::iterator itr = m_Permissions.begin(); itr != m_Permissions.end(); ++itr )
	{
		m_ResolvedPermissions[ itr->first ] = itr->second;
	}

	for( GroupList::iterator GroupItr = m_ResolvedGroups.begin(); GroupItr != m_ResolvedGroups.end(); ++GroupItr )
	{
		const cGroup::PermissionMap & Permissions = (*GroupItr)->GetPermissions();
		for( cGroup::PermissionMap::const_iterator itr = Permissions.begin(); itr != Permissions.end(); ++itr )
		{
			m_ResolvedPermissions[ itr->first ] = itr->second;
		}
	}
}





void cPlayer::ResolveGroups()
{
	// Clear resolved groups first
	m_ResolvedGroups.clear();

	// Get a complete resolved list of all groups the player is in
	std::map< cGroup*, bool > AllGroups;	// Use a map, because it's faster than iterating through a list to find duplicates
	GroupList ToIterate;
	for( GroupList::iterator GroupItr = m_Groups.begin(); GroupItr != m_Groups.end(); ++GroupItr )
	{
		ToIterate.push_back( *GroupItr );
	}
	while( ToIterate.begin() != ToIterate.end() )
	{
		cGroup* CurrentGroup = *ToIterate.begin();
		if( AllGroups.find( CurrentGroup ) != AllGroups.end() )
		{
			LOGWARNING("ERROR: Player \"%s\" is in the group multiple times (\"%s\"). Please fix your settings in users.ini!",
				m_PlayerName.c_str(), CurrentGroup->GetName().c_str()
			);
		}
		else
		{
			AllGroups[ CurrentGroup ] = true;
			m_ResolvedGroups.push_back( CurrentGroup );	// Add group to resolved list
			const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
			for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
			{
				if( AllGroups.find( *itr ) != AllGroups.end() )
				{
					LOGERROR("ERROR: Player %s is in the same group multiple times due to inheritance (%s). FIX IT!", m_PlayerName.c_str(), (*itr)->GetName().c_str() );
					continue;
				}
				ToIterate.push_back( *itr );
			}
		}
		ToIterate.erase( ToIterate.begin() );
	}
}





AString cPlayer::GetColor(void) const
{
	if ( m_Color != '-' )
	{
		return cChatColor::MakeColor( m_Color );
	}

	if ( m_Groups.size() < 1 )
	{
		return cChatColor::White;
	}

	return (*m_Groups.begin())->GetColor();
}





void cPlayer::TossItem( bool a_bDraggingItem, int a_Amount /* = 1 */ )
{
	cItems Drops;
	if (a_bDraggingItem)
	{
		cItem * Item = GetInventory().GetWindow()->GetDraggingItem();
		if (!Item->IsEmpty())
		{
			Drops.push_back(*Item);
			if( Item->m_ItemCount > a_Amount )
				Item->m_ItemCount -= (char)a_Amount;
			else
				Item->Empty();
		}
	}
	else
	{
		// Else drop equipped item
		cItem DroppedItem = GetInventory().GetEquippedItem();
		if (!DroppedItem.IsEmpty())
		{
			DroppedItem.m_ItemCount = 1;
			if (GetInventory().RemoveItem(DroppedItem))
			{
				DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
				Drops.push_back(DroppedItem);
			}
		}
	}
	float vX = 0, vY = 0, vZ = 0;
	EulerToVector( -GetRotation(), GetPitch(), vZ, vX, vY );
	vY = -vY*2 + 1.f;
	m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY() + 1.6f, GetPosZ(), vX * 2, vY * 2, vZ * 2);
}





bool cPlayer::MoveToWorld( const char* a_WorldName )
{
	cWorld * World = cRoot::Get()->GetWorld( a_WorldName );
	if ( World )
	{
		/* Remove all links to the old world */
		m_World->RemovePlayer( this );
		m_ClientHandle->RemoveFromAllChunks();
		m_World->RemoveEntityFromChunk(this, m_ChunkX, m_ChunkY, m_ChunkZ);

		/* Add player to all the necessary parts of the new world */
		SetWorld( World );
		GetWorld()->AddPlayer( this );
		MoveToCorrectChunk(true);
		GetClientHandle()->StreamChunks();

		return true;
	}

	return false;
}





void cPlayer::LoadPermissionsFromDisk()
{
	m_Groups.clear();
	m_Permissions.clear();

	cIniFile IniFile("users.ini");
	if( IniFile.ReadFile() )
	{
		std::string Groups = IniFile.GetValue(m_PlayerName, "Groups", "");
		if( Groups.size() > 0 )
		{
			AStringVector Split = StringSplit( Groups, "," );
			for( unsigned int i = 0; i < Split.size(); i++ )
			{
				AddToGroup( Split[i].c_str() );
			}
		}
		else
		{
			AddToGroup("Default");
		}

		m_Color = IniFile.GetValue(m_PlayerName, "Color", "-")[0];
	}
	else
	{
		LOGWARN("WARNING: Failed to read ini file users.ini");
		AddToGroup("Default");
	}
	ResolvePermissions();
}




bool cPlayer::LoadFromDisk()
{
	LoadPermissionsFromDisk();

	// Log player permissions, cause it's what the cool kids do
	LOGINFO("Player %s has permissions:", m_PlayerName.c_str() );
	for( PermissionMap::iterator itr = m_ResolvedPermissions.begin(); itr != m_ResolvedPermissions.end(); ++itr )
	{
		if( itr->second ) LOGINFO("%s", itr->first.c_str() );
	}

	AString SourceFile;
	Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );

	cFile f;
	if (!f.Open(SourceFile, cFile::fmRead))
	{
		return false;
	}

	AString buffer;
	if (f.ReadRestOfFile(buffer) != f.GetSize())
	{
		LOGERROR("ERROR READING FROM FILE \"%s\"", SourceFile.c_str()); 
		return false;
	}
	f.Close();

	Json::Value root;
	Json::Reader reader;
	if (!reader.parse(buffer, root, false))
	{
		LOGERROR("ERROR WHILE PARSING JSON FROM FILE %s", SourceFile.c_str());
	}

	Json::Value & JSON_PlayerPosition = root["position"];
	if( JSON_PlayerPosition.size() == 3 )
	{
		m_Pos.x = JSON_PlayerPosition[(unsigned int)0].asDouble();
		m_Pos.y = JSON_PlayerPosition[(unsigned int)1].asDouble();
		m_Pos.z = JSON_PlayerPosition[(unsigned int)2].asDouble();
	}

	Json::Value & JSON_PlayerRotation = root["rotation"];
	if( JSON_PlayerRotation.size() == 3 )
	{
		m_Rot.x = (float)JSON_PlayerRotation[(unsigned int)0].asDouble();
		m_Rot.y = (float)JSON_PlayerRotation[(unsigned int)1].asDouble();
		m_Rot.z = (float)JSON_PlayerRotation[(unsigned int)2].asDouble();
	}

	m_Health = (short)root.get("health", 0 ).asInt();
	m_FoodLevel = (short)root.get("food", m_MaxFoodLevel ).asInt();
	m_FoodSaturationLevel = (float)root.get("foodSaturation", m_MaxFoodSaturationLevel ).asDouble();

	m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
	

	m_Inventory->LoadFromJson(root["inventory"]);
	m_CreativeInventory->LoadFromJson(root["creativeinventory"]);

	m_LoadedWorldName = root.get("world", "world").asString();
	
	LOGD("Player \"%s\" was read from file, spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
		m_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z, m_LoadedWorldName.c_str()
	);
	
	return true;
}





bool cPlayer::SaveToDisk()
{
	cMakeDir::MakeDir("players");

	// create the JSON data
	Json::Value JSON_PlayerPosition;
	JSON_PlayerPosition.append( Json::Value( m_Pos.x ) );
	JSON_PlayerPosition.append( Json::Value( m_Pos.y ) );
	JSON_PlayerPosition.append( Json::Value( m_Pos.z ) );

	Json::Value JSON_PlayerRotation;
	JSON_PlayerRotation.append( Json::Value( m_Rot.x ) );
	JSON_PlayerRotation.append( Json::Value( m_Rot.y ) );
	JSON_PlayerRotation.append( Json::Value( m_Rot.z ) );

	Json::Value JSON_Inventory;
	m_Inventory->SaveToJson( JSON_Inventory );

	Json::Value JSON_CreativeInventory;
	m_CreativeInventory->SaveToJson( JSON_CreativeInventory );

	Json::Value root;
	root["position"] = JSON_PlayerPosition;
	root["rotation"] = JSON_PlayerRotation;
	root["inventory"] = JSON_Inventory;
	root["creativeinventory"] = JSON_CreativeInventory;
	root["health"] = m_Health;
	root["food"] = m_FoodLevel;
	root["foodSaturation"] = m_FoodSaturationLevel;
	root["world"] = GetWorld()->GetName();

	if(m_GameMode == GetWorld()->GetGameMode())
	{
		root["gamemode"] = (int) eGameMode_NotSet;
	}else{
		root["gamemode"] = (int) m_GameMode;
	}

	Json::StyledWriter writer;
	std::string JsonData = writer.write( root );

	AString SourceFile;
	Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );

	cFile f;
	if (!f.Open(SourceFile, cFile::fmWrite))
	{
		LOGERROR("ERROR WRITING PLAYER \"%s\" TO FILE \"%s\" - cannot open file", m_PlayerName.c_str(), SourceFile.c_str());
		return false;
	}
	if (f.Write(JsonData.c_str(), JsonData.size()) != (int)JsonData.size())
	{
		LOGERROR("ERROR WRITING PLAYER JSON TO FILE \"%s\"", SourceFile.c_str()); 
		return false;
	}
	return true;
}





cPlayer::StringList cPlayer::GetResolvedPermissions()
{
	StringList Permissions;

	const PermissionMap& ResolvedPermissions = m_ResolvedPermissions;
	for( PermissionMap::const_iterator itr = ResolvedPermissions.begin(); itr != ResolvedPermissions.end(); ++itr )
	{
		if( itr->second ) Permissions.push_back( itr->first );
	}

	return Permissions;
}





void cPlayer::UseEquippedItem()
{
	if(GetGameMode() != 1)		//No damage in creative
	{
		if (GetInventory().GetEquippedItem().DamageItem()) 
		{
			LOG("Player %s Broke ID: %i", GetClientHandle()->GetUsername().c_str(), GetInventory().GetEquippedItem().m_ItemID);
			GetInventory().RemoveItem( GetInventory().GetEquippedItem());
		}
	}
}