113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
#pragma once
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#include "cPawn.h"
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#include <list>
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#include <string> // TODO - use const char*
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class cGroup;
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class cWindow;
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class cInventory;
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class cClientHandle;
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class cPlayer : public cPawn //tolua_export
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{ //tolua_export
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public:
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CLASS_PROTOTYPE();
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cPlayer(cClientHandle* a_Client, const char* a_PlayerName);
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virtual ~cPlayer();
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virtual void Initialize( cWorld* a_World ); //tolua_export
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virtual void SpawnOn( cClientHandle* a_Target );
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virtual void Tick(float a_Dt);
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void SetTouchGround( bool a_bTouchGround );
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inline void SetStance( const double & a_Stance ) { m_Stance = a_Stance; }
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double GetEyeHeight(); //tolua_export
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Vector3d GetEyePosition(); //tolua_export
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inline bool GetFlying() { return m_bTouchGround; } //tolua_export
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inline const double & GetStance() { return m_Stance; } //tolua_export
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cInventory & GetInventory() { return *m_Inventory; } //tolua_export
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virtual void TeleportTo( cEntity* a_Entity ); //tolua_export
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virtual void TeleportTo( const double & a_PosX, const double & a_PosY, const double & a_PosZ ); //tolua_export
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int GetGameMode() { return m_GameMode; } //tolua_export
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std::string GetIP() { return m_IP; } //tolua_export
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float GetLastBlockActionTime() { return m_LastBlockActionTime; } //return LastBlockActionTime for player.
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void SetLastBlockActionTime();
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void SetGameMode( int a_GameMode );
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void SetIP( std::string a_IP );
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// Tries to move to a new position, with collision checks and stuff
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virtual void MoveTo( const Vector3d & a_NewPos ); //tolua_export
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cWindow* GetWindow() { return m_CurrentWindow; }
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void OpenWindow( cWindow* a_Window );
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void CloseWindow();
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cClientHandle* GetClientHandle() { return m_ClientHandle; } //tolua_export
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void SetClientHandle( cClientHandle* a_Client ) { m_ClientHandle = a_Client; }
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void SendMessage( const char* a_Message ); //tolua_export
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const char* GetName(); //tolua_export
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void SetName( const char* a_Name ); //tolua_export
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typedef std::list< cGroup* > GroupList;
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void AddToGroup( const char* a_GroupName ); //tolua_export
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bool CanUseCommand( const char* a_Command ); //tolua_export
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bool HasPermission( const char* a_Permission ); //tolua_export
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const GroupList & GetGroups(); // >> EXPORTED IN MANUALBINDINGS <<
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bool IsInGroup( const char* a_Group ); //tolua_export
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std::string GetColor(); //tolua_export
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void TossItem( bool a_bDraggingItem, int a_Amount = 1 ); //tolua_export
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void Heal( int a_Health ); //tolua_export
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void TakeDamage( int a_Damage, cEntity* a_Instigator ); //tolua_export
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void KilledBy( cEntity* a_Killer ); //tolua_export
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void Respawn(); //tolua_export
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void SetVisible( bool a_bVisible ); //tolua_export
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bool IsVisible() { return m_bVisible; } //tolua_export
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bool SaveToDisk();
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bool LoadFromDisk();
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const char* GetLoadedWorldName();
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//Burning logic
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bool m_bBurnable;
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enum PMetaState{NORMAL,BURNING,CROUCHED,RIDING} e_EPMetaState;
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virtual void CheckMetaDataBurn();
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virtual void InStateBurning(float a_Dt);
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protected:
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struct sPlayerState;
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sPlayerState* m_pState;
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bool m_bVisible;
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float m_LastGroundHeight;
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bool m_bTouchGround;
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double m_Stance;
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cInventory* m_Inventory;
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cWindow* m_CurrentWindow;
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float m_TimeLastPickupCheck;
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void ResolvePermissions();
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void ResolveGroups();
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char m_Color;
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float m_FireDamageInterval;
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float m_BurnPeriod;
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float m_LastBlockActionTime;
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int m_GameMode;
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std::string m_IP;
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cClientHandle* m_ClientHandle;
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}; //tolua_export
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