From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- source/Entities/Player.h | 447 ----------------------------------------------- 1 file changed, 447 deletions(-) delete mode 100644 source/Entities/Player.h (limited to 'source/Entities/Player.h') diff --git a/source/Entities/Player.h b/source/Entities/Player.h deleted file mode 100644 index ab2f94d4c..000000000 --- a/source/Entities/Player.h +++ /dev/null @@ -1,447 +0,0 @@ - -#pragma once - -#include "Pawn.h" -#include "../Inventory.h" -#include "../Defines.h" -#include "../World.h" - - - - - -class cGroup; -class cWindow; -class cClientHandle; - - - - - -// 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 - MAX_AIR_LEVEL = 300, - DROWNING_TICKS = 10, //number of ticks per heart of damage - } ; - // tolua_end - - CLASS_PROTODEF(cPlayer) - - - cPlayer(cClientHandle * a_Client, const AString & a_PlayerName); - virtual ~cPlayer(); - - virtual bool Initialize(cWorld * a_World) override; - - virtual void SpawnOn(cClientHandle & a_Client) override; - - virtual void Tick(float a_Dt, cChunk & a_Chunk) override; - - virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { }; - - /// 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 - 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 SetExperience(int a_XpTotal); - - /* Adds Xp, "should" not inc more than MAX_EXPERIENCE_ORB_SIZE unless you're a plugin being funny, *cough* cheating - Returns the new total experience, -1 on error - */ - int AddExperience(int a_Xp_delta); - - /// Gets the experience total - XpTotal - inline int XpGetTotal(void) { return m_XpTotal; } - - /// Gets the current level - XpLevel - int XpGetLevel(void); - - /// Gets the experience bar percentage - XpP - float XpGetPercentage(void); - - // 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 const 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 - - /// 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 - - // 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); - - /// 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); - - 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 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 << - 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 - AString GetColor(void) const; - - void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0); - - /// 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; } - - 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 - 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); } - - // tolua_end - - /// 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; - - 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); - - // 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 maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account) - double GetMaxSpeed(void) const; - - /// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units - double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; } - - /// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units - 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. - 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. - void SetSprintingMaxSpeed(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); - - /// 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; } - - // 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(); } - - - -protected: - typedef std::map< std::string, bool > PermissionMap; - PermissionMap m_ResolvedPermissions; - PermissionMap m_Permissions; - - GroupList m_ResolvedGroups; - GroupList m_Groups; - - std::string m_PlayerName; - std::string m_LoadedWorldName; - - /// Xp Level stuff - enum - { - XP_TO_LEVEL15 = 255, - XP_PER_LEVEL_TO15 = 17, - 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" - 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; - - /// Last position that has been recorded for food-related processing: - Vector3d m_LastFoodPos; - - float m_LastJumpHeight; - float m_LastGroundHeight; - bool m_bTouchGround; - double m_Stance; - cInventory m_Inventory; - cWindow * m_CurrentWindow; - cWindow * m_InventoryWindow; - - float m_TimeLastPickupCheck; - - void ResolvePermissions(); - - void ResolveGroups(); - char m_Color; - - float m_LastBlockActionTime; - int m_LastBlockActionCnt; - eGameMode m_GameMode; - std::string m_IP; - - 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, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default - double m_NormalMaxSpeed; - - /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default - double m_SprintingMaxSpeed; - - bool m_IsCrouched; - bool m_IsSprinting; - - bool m_IsSwimming; - bool m_IsSubmerged; - - /// The world tick in which eating will be finished. -1 if not eating - Int64 m_EatingFinishTick; - - /// Player Xp level - int m_XpTotal; - - /// Caculates the Xp needed for a given level, ref: http://minecraft.gamepedia.com/XP - static int XpForLevel(int a_Level); - - /// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations - static int CalcLevelFromXp(int a_XpTotal); - - bool m_IsChargingBow; - int m_BowCharge; - - virtual void Destroyed(void); - - /// Filters out damage for creative mode - virtual void DoTakeDamage(TakeDamageInfo & TDI) override; - - /// Called in each tick to handle food-related processing - void HandleFood(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) - void ApplyFoodExhaustionFromMovement(); -} ; // tolua_export - - - - -- cgit v1.2.3