#pragma once
#include "Pawn.h"
#include "../Inventory.h"
#include "../Defines.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "../Statistics.h"
class cGroup;
class cWindow;
class cClientHandle;
class cTeam;
// 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
} ;
// tolua_end
CLASS_PROTODEF(cPlayer)
cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk &) override { UNUSED(a_Dt); };
/** 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 none */
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 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
/** Sends the "look" packet to the player, forcing them to set their rotation to the specified values.
a_YawDegrees is clipped to range [-180, +180),
a_PitchDegrees is clipped to range [-180, +180) but the client only uses [-90, +90]
*/
void SendRotation(double a_YawDegrees, double a_PitchDegrees);
/** 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
/** Returns the associated team, NULL if none */
cTeam * GetTeam(void) { return m_Team; } // tolua_export
/** Sets the player team, NULL if none */
void SetTeam(cTeam * a_Team);
/** Forces the player to query the scoreboard for his team */
cTeam * UpdateTeam(void);
// tolua_end
/** Return the associated statistic and achievement manager. */
cStatManager & GetStatManager() { return m_Stats; }
/** Awards the player an achievement.
If all prerequisites are met, this method will award the achievement and will broadcast a chat message.
If the achievement has been already awarded to the player, this method will just increment the stat counter.
Returns the _new_ stat value. (0 = Could not award achievement) */
unsigned int AwardAchievement(const eStatistic a_Ach);
void SetIP(const AString & a_IP);
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode);
/** Forces the player to move in the given direction. */
void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
/** 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) { m_ClientHandle->SendChat(a_Message, mtCustom); }
void SendMessageInfo (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); }
void SendMessageFailure (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
void SendMessageSuccess (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); }
void SendMessageWarning (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); }
void SendMessageFatal (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
void SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); }
void SendMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChat(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 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.
The returned value includes the cChatColor::Delimiter. */
AString GetColor(void) const;
/** tosses the item in the selected hotbar slot */
void TossEquippedItem(char a_Amount = 1);
/** tosses the item held in hand (when in UI windows) */
void TossHeldItem(char a_Amount = 1);
/** tosses a pickup newly created from a_Item */
void TossPickup(const cItem & a_Item);
/** 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; }
/** 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); }
/** Returns true if the player is currently flying. */
bool IsFlying(void) const { return m_IsFlying; }
/** Returns if a player is sleeping in a bed */
bool IsInBed(void) const { return m_bIsInBed; }
/** returns true if the player has thrown out a floater. */
bool IsFishing(void) const { return m_IsFishing; }
void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
int GetFloaterID(void) const { return m_FloaterID; }
// tolua_end
/** Sets a player's in-bed state; we can't be sure plugins will keep this value updated, so no exporting */
void SetIsInBed(bool a_Flag) { m_bIsInBed = a_Flag; }
/** 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;
virtual void Killed(cEntity * a_Victim) 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 relative maximum speed (takes current sprinting / flying state into account) */
double GetMaxSpeed(void) const;
/** Gets the normal relative maximum speed */
double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
/** Gets the sprinting relative maximum speed */
double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
/** Gets the flying relative maximum speed */
double GetFlyingMaxSpeed(void) const { return m_FlyingMaxSpeed; }
/** Sets the normal relative maximum speed. Sends the update to player, if needed. */
void SetNormalMaxSpeed(double a_Speed);
/** Sets the sprinting relative maximum speed. Sends the update to player, if needed. */
void SetSprintingMaxSpeed(double a_Speed);
/** Sets the flying relative maximum speed. Sends the update to player, if needed. */
void SetFlyingMaxSpeed(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);
/** Flags the player as flying */
void SetFlying(bool a_IsFlying);
/** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
/** Update movement-related statistics. */
void UpdateMovementStats(const Vector3d & a_DeltaPos);
/** Returns wheter the player can fly or not. */
virtual bool CanFly(void) const { return m_CanFly; }
// 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(); }
virtual void Detach(void);
protected:
typedef std::map< std::string, bool > PermissionMap;
PermissionMap m_ResolvedPermissions;
PermissionMap m_Permissions;
GroupList m_ResolvedGroups;
GroupList m_Groups;
AString m_PlayerName;
AString m_LoadedWorldName;
/** Xp Level stuff */
enum
{
XP_TO_LEVEL15 = 255,
XP_PER_LEVEL_TO15 = 17,
XP_TO_LEVEL30 = 825
} ;
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;
float m_LastJumpHeight;
float m_LastGroundHeight;
bool m_bTouchGround;
double m_Stance;
cInventory m_Inventory;
cWindow * m_CurrentWindow;
cWindow * m_InventoryWindow;
char m_Color;
eGameMode m_GameMode;
AString m_IP;
/** The item being dragged by the cursor while in a UI window */
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, relative to the game default.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1. */
double m_NormalMaxSpeed;
/** Max speed, relative to the game default max speed, when sprinting.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1.3. */
double m_SprintingMaxSpeed;
/** Max speed, relative to the game default flying max speed, when flying.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1. */
double m_FlyingMaxSpeed;
bool m_IsCrouched;
bool m_IsSprinting;
bool m_IsFlying;
bool m_IsSwimming;
bool m_IsSubmerged;
bool m_IsFishing;
bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
/** 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;
int m_FloaterID;
cTeam * m_Team;
cStatManager m_Stats;
void ResolvePermissions(void);
void ResolveGroups(void);
virtual void Destroyed(void);
/** Filters out damage for creative mode/friendly fire */
virtual bool DoTakeDamage(TakeDamageInfo & TDI) override;
/** Stops players from burning in creative mode */
virtual void TickBurning(cChunk & a_Chunk) override;
/** Called in each tick to handle food-related processing */
void HandleFood(void);
/** Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item. */
void HandleFloater(void);
/** Tosses a list of items. */
void TossItems(const cItems & a_Items);
/** Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) */
void ApplyFoodExhaustionFromMovement();
/** Flag representing whether the player is currently in a bed
Set by a right click on unoccupied bed, unset by a time fast forward or teleport */
bool m_bIsInBed;
} ; // tolua_export