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#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
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, 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(); }
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;
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(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
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(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);
// 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;
/// Sets the crouch status, broadcasts to all visible players
void SetCrouch(bool a_IsCrouched);
// cEntity overrides:
virtual bool IsCrouched(void) const { return m_IsCrouched; }
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;
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;
cSlotNums m_InventoryPaintSlots;
bool m_IsCrouched;
virtual void Destroyed(void);
/// Filters out damage for creative mode
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
} ; // tolua_export
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