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-rw-r--r--src/Entities/Player.h250
1 files changed, 143 insertions, 107 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index bf3ca08e8..05377a117 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -5,6 +5,7 @@
#include "../Inventory.h"
#include "../Defines.h"
#include "../World.h"
+#include "../ClientHandle.h"
@@ -13,6 +14,7 @@
class cGroup;
class cWindow;
class cClientHandle;
+class cTeam;
@@ -30,8 +32,6 @@ public:
MAX_HEALTH = 20,
MAX_FOOD_LEVEL = 20,
EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
- MAX_AIR_LEVEL = 300,
- DROWNING_TICKS = 10, //number of ticks per heart of damage
} ;
// tolua_end
@@ -47,19 +47,19 @@ public:
virtual void HandlePhysics(float a_Dt, cChunk &) override { UNUSED(a_Dt); };
- /// Returns the curently equipped weapon; empty item if none
+ /** 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 nonte
+ /** 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
+ /** 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
+ /** 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
+ /** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
@@ -77,36 +77,41 @@ public:
*/
short DeltaExperience(short a_Xp_delta);
- /// Gets the experience total - XpTotal for score on death
+ /** Gets the experience total - XpTotal for score on death */
inline short GetXpLifetimeTotal(void) { return m_LifetimeTotalXp; }
- /// Gets the currrent experience
+ /** Gets the currrent experience */
inline short GetCurrentXp(void) { return m_CurrentXp; }
- /// Gets the current level - XpLevel
+ /** Gets the current level - XpLevel */
short GetXpLevel(void);
- /// Gets the experience bar percentage - XpP
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** Cancels the current bow charging */
void CancelChargingBow(void);
- /// Returns true if the player is currently charging the bow
+ /** Returns true if the player is currently charging the bow */
bool IsChargingBow(void) const { return m_IsChargingBow; }
void SetTouchGround( bool a_bTouchGround );
@@ -124,16 +129,22 @@ public:
// tolua_begin
- /// Returns the position where projectiles thrown by this player should start, player eye position + adjustment
+ /** 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.
+ /** 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
+ /** 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)
+ /** 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.
@@ -142,52 +153,63 @@ public:
*/
void SetGameMode(eGameMode a_GameMode);
- /// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
+ /** 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
+ /** 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
+ /** 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
void SetIP(const AString & a_IP);
-
- float GetLastBlockActionTime() { return m_LastBlockActionTime; }
- int GetLastBlockActionCnt() { return m_LastBlockActionCnt; }
- void SetLastBlockActionCnt( int );
- void SetLastBlockActionTime();
// 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.
+ /** Forces the player to move in the given direction. */
void ForceSetSpeed(Vector3d a_Direction); // tolua_export
- /// Tries to move to a new position, with attachment-related checks (y == -999)
+ /** 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()
+ /** 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
+ /** 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
+ /** 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);
+ 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; }
@@ -197,13 +219,12 @@ public:
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
+ /** 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)
+ /** Removes a player from the group, resolves permissions and group inheritance (case sensitive) */
void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
- bool CanUseCommand( const AString & a_Command ); // tolua_export
bool HasPermission( const AString & a_Permission ); // tolua_export
const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
@@ -211,12 +232,20 @@ public:
// tolua_begin
- /// Returns the full color code to use for this player, based on their primary group or set in m_Color
+ /** 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;
- void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0);
+ /** 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);
- /// Heals the player by the specified amount of HPs (positive only); sends health update
+ /** 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; }
@@ -224,10 +253,8 @@ public:
int GetFoodTickTimer (void) const { return m_FoodTickTimer; }
double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
-
- int GetAirLevel (void) const { return m_AirLevel; }
- /// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore
+ /** 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);
@@ -236,25 +263,28 @@ public:
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"
+ /** 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.
+ /** 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
+ /** 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
+ /** 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.
+ /** Returns true if the player is currently flying. */
bool IsFlying(void) const { return m_IsFlying; }
- /// returns true if the player has thrown out a floater.
+ /** 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; }
@@ -262,14 +292,17 @@ public:
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
+ /** 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
+ /** Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets */
void FinishEating(void);
- /// Aborts the current eating operation
+ /** Aborts the current eating operation */
void AbortEating(void);
virtual void KilledBy(cEntity * a_Killer) override;
@@ -298,51 +331,51 @@ public:
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
+ /** 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
+ /** 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
+ /** 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 maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account)
+ /** Returns the current relative maximum speed (takes current sprinting / flying state into account) */
double GetMaxSpeed(void) const;
- /// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ /** Gets the normal relative maximum speed */
double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
- /// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ /** Gets the sprinting relative maximum speed */
double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
- /// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ /** 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 maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ /** Sets the sprinting relative maximum speed. Sends the update to player, if needed. */
void SetSprintingMaxSpeed(double a_Speed);
- /// Sets the crouch status, broadcasts to all visible players
+ /** 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
+ /** Starts or stops sprinting, sends the max speed update to the client, if needed */
void SetSprint(bool a_IsSprinting);
- /// Flags the player as flying
+ /** Flags the player as flying */
void SetFlying(bool a_IsFlying);
- /// If true the player can fly even when he's not in creative.
+ /** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
- /// Returns whether the player is swimming or not
- virtual bool IsSwimming(void) const{ return m_IsSwimming; }
-
- /// Return whether the player is under water or not
- virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
-
- /// Returns wheter the player can fly or not.
+ /** Returns wheter the player can fly or not. */
virtual bool CanFly(void) const { return m_CanFly; }
// tolua_end
@@ -361,10 +394,10 @@ protected:
GroupList m_ResolvedGroups;
GroupList m_Groups;
- std::string m_PlayerName;
- std::string m_LoadedWorldName;
+ AString m_PlayerName;
+ AString m_LoadedWorldName;
- /// Xp Level stuff
+ /** Xp Level stuff */
enum
{
XP_TO_LEVEL15 = 255,
@@ -372,31 +405,25 @@ protected:
XP_TO_LEVEL30 = 825
} ;
- /// Player's air level (for swimming)
- int m_AirLevel;
-
- /// used to time ticks between damage taken via drowning/suffocation
- int m_AirTickTimer;
-
bool m_bVisible;
// Food-related variables:
- /// Represents the food bar, one point equals half a "drumstick"
+ /** Represents the food bar, one point equals half a "drumstick" */
int m_FoodLevel;
- /// "Overcharge" for the m_FoodLevel; is depleted before 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
+ /** 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
+ /** 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
+ /** Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned */
int m_FoodPoisonedTicksRemaining;
- /// Last position that has been recorded for food-related processing:
+ /** Last position that has been recorded for food-related processing: */
Vector3d m_LastFoodPos;
float m_LastJumpHeight;
@@ -407,16 +434,12 @@ protected:
cWindow * m_CurrentWindow;
cWindow * m_InventoryWindow;
- float m_TimeLastPickupCheck;
-
char m_Color;
- float m_LastBlockActionTime;
- int m_LastBlockActionCnt;
eGameMode m_GameMode;
- std::string m_IP;
+ AString m_IP;
- /// The item being dragged by the cursor while in a UI window
+ /** The item being dragged by the cursor while in a UI window */
cItem m_DraggingItem;
long long m_LastPlayerListTime;
@@ -426,12 +449,21 @@ protected:
cSlotNums m_InventoryPaintSlots;
- /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default
+ /** 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, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default
+ /** 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;
@@ -441,10 +473,10 @@ protected:
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
+ /** The world tick in which eating will be finished. -1 if not eating */
Int64 m_EatingFinishTick;
- /// Player Xp level
+ /** Player Xp level */
short int m_LifetimeTotalXp;
short int m_CurrentXp;
@@ -456,6 +488,8 @@ protected:
int m_FloaterID;
+ cTeam * m_Team;
+
void ResolvePermissions(void);
@@ -463,23 +497,25 @@ protected:
virtual void Destroyed(void);
- /// Filters out damage for creative mode
+ /** Filters out damage for creative mode/friendly fire */
virtual void 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
+ /** 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.
+ /** 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);
-
- /// Called in each tick to handle air-related processing i.e. drowning
- void HandleAir();
- /// Called once per tick to set IsSwimming and IsSubmerged
- void SetSwimState(cChunk & a_Chunk);
-
- /// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
+ /** 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