mcserver/source/Player.h

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C
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#pragma once
#include "Pawn.h"
#include "Inventory.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