#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Player.h"
#include "Server.h"
#include "ClientHandle.h"
#include "UI/Window.h"
#include "UI/WindowOwner.h"
#include "World.h"
#include "Pickup.h"
#include "PluginManager.h"
#include "BlockEntity.h"
#include "GroupManager.h"
#include "Group.h"
#include "ChatColor.h"
#include "Item.h"
#include "Tracer.h"
#include "Root.h"
#include "OSSupport/MakeDir.h"
#include "OSSupport/Timer.h"
#include "MersenneTwister.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(*this)
, m_CurrentWindow(NULL)
, m_InventoryWindow(NULL)
, 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->GetIPString().c_str(),
this, GetUniqueID()
);
m_EntityType = eEntityType_Player;
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
// DEBUG:
LOGD("Inventory window for player %p is at %p", this, m_InventoryWindow);
SetMaxHealth(20);
m_MaxFoodLevel = 20;
m_MaxFoodSaturationLevel = 20.f;
m_FoodLevel = m_MaxFoodLevel;
m_FoodSaturationLevel = 5.f;
cTimer t1;
m_LastPlayerListTime = t1.GetNowTime();
m_TimeLastTeleportPacket = 0;
m_TimeLastPickupCheck = 0;
m_PlayerName = a_PlayerName;
m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if (!LoadFromDisk())
{
m_Inventory.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
);
}
m_LastGroundHeight = (float)(m_Pos.y);
m_Stance = m_Pos.y + 1.62;
}
cPlayer::~cPlayer(void)
{
LOG("Deleting cPlayer \"%s\" at %p, ID %d; inv win %p", m_PlayerName.c_str(), this, GetUniqueID(), m_InventoryWindow);
SaveToDisk();
m_World->RemovePlayer( this );
m_ClientHandle = NULL;
delete m_InventoryWindow;
LOG("Player %p deleted", this);
}
void cPlayer::Initialize( cWorld* a_World )
{
cPawn::Initialize( a_World );
GetWorld()->AddPlayer( this );
}
void cPlayer::Destroyed()
{
CloseWindow(-1);
m_ClientHandle = NULL;
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
/*
LOGD("cPlayer::SpawnOn(%s) for \"%s\" at pos {%.2f, %.2f, %.2f}",
a_Client.GetUsername().c_str(), m_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
);
*/
if (m_bVisible && (m_ClientHandle != (&a_Client)))
{
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
}
}
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)
{
m_World->BroadcastEntLook(*this, m_ClientHandle);
m_World->BroadcastEntHeadLook(*this, 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
(m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
)
{
// LOG("Teleported %f", sqrtf(SqrDist) );
m_World->BroadcastTeleportEntity(*this, m_ClientHandle);
m_TimeLastTeleportPacket = m_World->GetWorldAge();
}
else
{
// Relative move sucks balls! It's always wrong wtf!
if (m_bDirtyOrientation)
{
m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32), m_ClientHandle);
m_World->BroadcastEntHeadLook(*this, m_ClientHandle);
m_bDirtyOrientation = false;
}
else
{
m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32), 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 )
{
// LOGD("TouchGround set to true by server");
m_bTouchGround = true;
}
if( BlockID == E_BLOCK_WATER || BlockID == E_BLOCK_STATIONARY_WATER || BlockID == E_BLOCK_LADDER || BlockID == E_BLOCK_TORCH )
{
// LOGD("Water / Ladder / Torch");
m_LastGroundHeight = (float)m_Pos.y;
}
}
if (m_bTouchGround)
{
float Dist = (float)(m_LastGroundHeight - m_Pos.y);
int Damage = (int)(Dist - 3.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()
{
if (m_ClientHandle != NULL)
{
m_ClientHandle->SendHealth();
}
}
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();
m_ClientHandle->SendRespawn();
// 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->OpenedByPlayer(*this);
m_CurrentWindow = a_Window;
}
void cPlayer::CloseWindow(char a_WindowType)
{
if (m_CurrentWindow == m_InventoryWindow)
{
// The inventory window must not be closed and must not be even sent a close packet
if (IsDraggingItem()) // But we need to check if player is holding anything
{
LOGD("Player holds item in inventory window! Dropping it...");
TossItem(true, GetDraggingItem().m_ItemCount);
}
return;
}
if (m_CurrentWindow != NULL)
{
// TODO: This code should be in cChestWindow instead
if ((a_WindowType == 1) && (m_CurrentWindow->GetWindowType() == cWindow::Chest))
{
int x, y, z;
m_CurrentWindow->GetOwner()->GetBlockPos(x, y, z);
m_World->BroadcastBlockAction(x, y, z, 1, 0, E_BLOCK_CHEST);
}
m_CurrentWindow->ClosedByPlayer(*this);
}
m_CurrentWindow = m_InventoryWindow;
}
void cPlayer::SetLastBlockActionTime()
{
if (m_World != NULL)
{
m_LastBlockActionTime = m_World->GetWorldAge() / 20.0f;
}
}
void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
m_LastBlockActionCnt = a_LastBlockActionCnt;
}
void cPlayer::SetGameMode(eGameMode a_GameMode)
{
if ((a_GameMode >= 2) || (a_GameMode < 0))
{
LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode);
return;
}
if (m_GameMode == a_GameMode)
{
// Gamemode already set
return;
}
m_GameMode = a_GameMode;
m_ClientHandle->SendGameMode(a_GameMode);
}
void cPlayer::LoginSetGameMode( eGameMode a_GameMode )
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP(const AString & a_IP)
{
m_IP = a_IP;
}
void cPlayer::SendMessage(const AString & a_Message)
{
m_ClientHandle->SendChat(a_Message);
}
void cPlayer::TeleportTo(const double & a_PosX, const double & a_PosY, const double & a_PosZ)
{
SetPosition( a_PosX, a_PosY, a_PosZ );
m_World->BroadcastTeleportEntity(*this, GetClientHandle());
m_ClientHandle->SendPlayerMoveLook();
}
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 );
SetStance(a_NewPos.y + 1.62);
}
void cPlayer::SetVisible(bool a_bVisible)
{
if (a_bVisible && !m_bVisible) // Make visible
{
m_bVisible = true;
m_World->BroadcastSpawn(*this);
}
if (!a_bVisible && m_bVisible)
{
m_bVisible = false;
m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
}
}
void cPlayer::AddToGroup( const AString & a_GroupName )
{
cGroup* Group = cRoot::Get()->GetGroupManager()->GetGroup( a_GroupName );
m_Groups.push_back( Group );
LOGD("Added %s to group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
void cPlayer::RemoveFromGroup( const AString & a_GroupName )
{
bool bRemoved = false;
for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
{
if( (*itr)->GetName().compare(a_GroupName ) == 0 )
{
m_Groups.erase( itr );
bRemoved = true;
break;
}
}
if( bRemoved )
{
LOGD("Removed %s from group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
else
{
LOGWARN("Tried to remove %s from group %s but was not in that group", m_PlayerName.c_str(), a_GroupName.c_str() );
}
}
bool cPlayer::CanUseCommand( const AString & 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 AString & 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 AString & a_Group )
{
for( GroupList::iterator itr = m_ResolvedGroups.begin(); itr != m_ResolvedGroups.end(); ++itr )
{
if( a_Group.compare( (*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,
char a_Amount /* = 1 */,
short a_CreateType /* = 0 */,
short a_CreateHealth /* = 0 */
)
{
cItems Drops;
if (a_CreateType)
{
// Just create item without touching the inventory (used in creative mode)
Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
}
else
{
// Drop an item from the inventory:
if (a_bDraggingItem)
{
cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = MIN(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
Item.m_ItemCount = OriginalItemAmount - (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_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 root;
root["position"] = JSON_PlayerPosition;
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
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());
}
}
}