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diff --git a/src/Entities/Player.h b/src/Entities/Player.h
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+++ b/src/Entities/Player.h
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+
+#pragma once
+
+#include "Pawn.h"
+#include "../Inventory.h"
+#include "../Defines.h"
+#include "../World.h"
+
+
+
+
+
+class cGroup;
+class cWindow;
+class cClientHandle;
+
+
+
+
+
+// tolua_begin
+class cPlayer :
+ public cPawn
+{
+ typedef cPawn super;
+
+public:
+ enum
+ {
+ MAX_HEALTH = 20,
+ MAX_FOOD_LEVEL = 20,
+ EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
+ MAX_AIR_LEVEL = 300,
+ DROWNING_TICKS = 10, //number of ticks per heart of damage
+ } ;
+ // tolua_end
+
+ CLASS_PROTODEF(cPlayer)
+
+
+ cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
+ virtual ~cPlayer();
+
+ virtual bool Initialize(cWorld * a_World) override;
+
+ virtual void SpawnOn(cClientHandle & a_Client) override;
+
+ virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
+
+ virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) 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(); }
+
+
+ // tolua_begin
+
+ /** Sets the experience total
+ Returns true on success
+ "should" really only be called at init or player death, plugins excepted
+ */
+ bool SetCurrentExperience(short a_XpTotal);
+
+ /* changes Xp by Xp_delta, you "shouldn't" inc more than MAX_EXPERIENCE_ORB_SIZE
+ Wont't allow xp to go negative
+ Returns the new current experience, -1 on error
+ */
+ short DeltaExperience(short a_Xp_delta);
+
+ /// Gets the experience total - XpTotal for score on death
+ inline short GetXpLifetimeTotal(void) { return m_LifetimeTotalXp; }
+
+ /// Gets the currrent experience
+ inline short GetCurrentXp(void) { return m_CurrentXp; }
+
+ /// Gets the current level - XpLevel
+ short GetXpLevel(void);
+
+ /// Gets the experience bar percentage - XpP
+ float GetXpPercentage(void);
+
+ /// Caculates the amount of XP needed for a given level, ref: http://minecraft.gamepedia.com/XP
+ static short XpForLevel(short int a_Level);
+
+ /// inverse of XpForLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
+ static short CalcLevelFromXp(short int a_CurrentXp);
+
+ // tolua_end
+
+ /// Starts charging the equipped bow
+ void StartChargingBow(void);
+
+ /// Finishes charging the current bow. Returns the number of ticks for which the bow has been charged
+ int FinishChargingBow(void);
+
+ /// Cancels the current bow charging
+ void CancelChargingBow(void);
+
+ /// Returns true if the player is currently charging the bow
+ bool IsChargingBow(void) const { return m_IsChargingBow; }
+
+ void SetTouchGround( bool a_bTouchGround );
+ inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
+ double GetEyeHeight(void) const; // tolua_export
+ Vector3d GetEyePosition(void) const; // tolua_export
+ inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
+ inline const double GetStance(void) const { return GetPosY() + 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 TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
+
+ // tolua_begin
+
+ /// Returns the position where projectiles thrown by this player should start, player eye position + adjustment
+ Vector3d GetThrowStartPos(void) const;
+
+ /// Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff.
+ Vector3d GetThrowSpeed(double a_SpeedCoeff) const;
+
+ /// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
+ eGameMode GetGameMode(void) const { return m_GameMode; }
+
+ /// Returns the current effective gamemode (inherited gamemode is resolved before returning)
+ eGameMode GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : m_GameMode; }
+
+ /** Sets the gamemode for the player.
+ The gamemode may be gmNotSet, in that case the player inherits the world's gamemode.
+ Updates the gamemode on the client (sends the packet)
+ */
+ void SetGameMode(eGameMode a_GameMode);
+
+ /// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
+ bool IsGameModeCreative(void) const;
+
+ /// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world
+ bool IsGameModeSurvival(void) const;
+
+ /// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world
+ bool IsGameModeAdventure(void) const;
+
+ AString GetIP(void) const { return m_IP; } // tolua_export
+
+ // tolua_end
+
+ void SetIP(const AString & a_IP);
+
+ float GetLastBlockActionTime() { return m_LastBlockActionTime; }
+ int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }
+ void SetLastBlockActionCnt( int );
+ void SetLastBlockActionTime();
+
+ // Sets the current gamemode, doesn't check validity, doesn't send update packets to client
+ void LoginSetGameMode(eGameMode a_GameMode);
+
+ /// Tries to move to a new position, with attachment-related checks (y == -999)
+ void MoveTo(const Vector3d & a_NewPos); // tolua_export
+
+ cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export
+ const cWindow * GetWindow(void) const { return m_CurrentWindow; }
+
+ /// Opens the specified window; closes the current one first using CloseWindow()
+ void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp
+
+ // tolua_begin
+
+ /// 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
+ void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true);
+
+ cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
+
+ void SendMessage(const AString & a_Message);
+
+ const AString & GetName(void) const { return m_PlayerName; }
+ void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
+
+ // tolua_end
+
+ 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
+
+ // tolua_begin
+
+ /// Returns the full color code to use for this player, based on their primary group or set in m_Color
+ AString GetColor(void) const;
+
+ void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0);
+
+ /// Heals the player by the specified amount of HPs (positive only); sends health update
+ void Heal(int a_Health);
+
+ 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 GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
+
+ int GetAirLevel (void) const { return m_AirLevel; }
+
+ /// 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 SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
+
+ /// 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);
+
+ /// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values.
+ void AddFoodExhaustion(double a_Exhaustion)
+ {
+ m_FoodExhaustionLevel += a_Exhaustion;
+ }
+
+ /// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two
+ void FoodPoison(int a_NumTicks);
+
+ /// Returns true if the player is currently in the process of eating the currently equipped item
+ bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
+
+ // tolua_end
+
+ /// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
+ void StartEating(void);
+
+ /// Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets
+ void FinishEating(void);
+
+ /// Aborts the current eating operation
+ void AbortEating(void);
+
+ virtual void KilledBy(cEntity * 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(void);
+
+ void SendExperience(void);
+
+ // In UI windows, the item that the player is dragging:
+ bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
+ cItem & GetDraggingItem(void) {return m_DraggingItem; }
+
+ // In UI windows, when inventory-painting:
+ /// Clears the list of slots that are being inventory-painted. To be used by cWindow only
+ void ClearInventoryPaintSlots(void);
+
+ /// Adds a slot to the list for inventory painting. To be used by cWindow only
+ void AddInventoryPaintSlot(int a_SlotNum);
+
+ /// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
+ const cSlotNums & GetInventoryPaintSlots(void) const;
+
+ // tolua_begin
+
+ /// Returns the current maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account)
+ double GetMaxSpeed(void) const;
+
+ /// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
+
+ /// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
+
+ /// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ void SetNormalMaxSpeed(double a_Speed);
+
+ /// Sets the sprinting maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ void SetSprintingMaxSpeed(double a_Speed);
+
+ /// Sets the crouch status, broadcasts to all visible players
+ void SetCrouch(bool a_IsCrouched);
+
+ /// Starts or stops sprinting, sends the max speed update to the client, if needed
+ void SetSprint(bool a_IsSprinting);
+
+ /// Returns whether the player is swimming or not
+ virtual bool IsSwimming(void) const{ return m_IsSwimming; }
+
+ /// Return whether the player is under water or not
+ virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
+
+ // tolua_end
+
+ // cEntity overrides:
+ virtual bool IsCrouched (void) const { return m_IsCrouched; }
+ virtual bool IsSprinting(void) const { return m_IsSprinting; }
+ virtual bool IsRclking (void) const { return IsEating(); }
+
+protected:
+ 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;
+
+ /// Xp Level stuff
+ enum
+ {
+ XP_TO_LEVEL15 = 255,
+ XP_PER_LEVEL_TO15 = 17,
+ XP_TO_LEVEL30 = 825
+ } ;
+
+ /// Player's air level (for swimming)
+ int m_AirLevel;
+
+ /// used to time ticks between damage taken via drowning/suffocation
+ int m_AirTickTimer;
+
+ bool m_bVisible;
+
+ // Food-related variables:
+ /// Represents the food bar, one point equals half a "drumstick"
+ int m_FoodLevel;
+
+ /// "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel
+ double m_FoodSaturationLevel;
+
+ /// 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
+ double m_FoodExhaustionLevel;
+
+ /// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned
+ int m_FoodPoisonedTicksRemaining;
+
+ /// Last position that has been recorded for food-related processing:
+ Vector3d m_LastFoodPos;
+
+ 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;
+
+ cSlotNums m_InventoryPaintSlots;
+
+ /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default
+ double m_NormalMaxSpeed;
+
+ /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default
+ double m_SprintingMaxSpeed;
+
+ bool m_IsCrouched;
+ bool m_IsSprinting;
+
+ bool m_IsSwimming;
+ bool m_IsSubmerged;
+
+ /// The world tick in which eating will be finished. -1 if not eating
+ Int64 m_EatingFinishTick;
+
+ /// Player Xp level
+ short int m_LifetimeTotalXp;
+ short int m_CurrentXp;
+
+ // flag saying we need to send a xp update to client
+ bool m_bDirtyExperience;
+
+ bool m_IsChargingBow;
+ int m_BowCharge;
+
+
+ virtual void Destroyed(void);
+
+ /// Filters out damage for creative mode
+ virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
+
+ /// Called in each tick to handle food-related processing
+ void HandleFood(void);
+
+ /// Called in each tick to handle air-related processing i.e. drowning
+ void HandleAir();
+
+ /// Called once per tick to set IsSwimming and IsSubmerged
+ void SetSwimState(cChunk & a_Chunk);
+
+ /// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
+ void ApplyFoodExhaustionFromMovement();
+} ; // tolua_export
+
+
+
+