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authormadmaxoft <github@xoft.cz>2014-05-18 23:10:23 +0200
committermadmaxoft <github@xoft.cz>2014-05-18 23:10:23 +0200
commite69a11012fb7543d47230663a01af2a7ec20960c (patch)
tree2c4a5b6759f76059736bdf5b30ea17f2a6ee8570 /src/Entities/Player.h
parentUpdated SandVillage prefabs to latest Gallery content. (diff)
parentThere's no "round" function in MSVC2008. (diff)
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Diffstat (limited to 'src/Entities/Player.h')
-rw-r--r--src/Entities/Player.h21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index 6fc7e2875..78b534d83 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -7,6 +7,8 @@
#include "../World.h"
#include "../ClientHandle.h"
+#include "../Statistics.h"
+
@@ -174,6 +176,15 @@ public:
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);
@@ -306,6 +317,8 @@ public:
void AbortEating(void);
virtual void KilledBy(cEntity * a_Killer) override;
+
+ virtual void Killed(cEntity * a_Victim) override;
void Respawn(void); // tolua_export
@@ -375,6 +388,9 @@ public:
/** 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
@@ -487,6 +503,8 @@ protected:
cTeam * m_Team;
+ cStatManager m_Stats;
+
void ResolvePermissions(void);
@@ -506,6 +524,9 @@ protected:
/** 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();