summaryrefslogblamecommitdiffstats
path: root/source/Player.cpp
blob: 9ca619cf7782819eb9a98c7c4394941587e6fe69 (plain) (tree)
1
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
 








































                                                                                              

                                          









                                      
                                     







                                         

                              










                                                                         

                                 































                                                                                                                          
                                                                                                















                                        
                                          
 

                                

                                       





                                                                                                           



                                            








                           
        








                                               
                                                           
         
                       
         






                                                                                     







                                                
                                   
         






                                                                                                                              




                                                                       


                                   
        

                                    
 
                                    
                    
 


                                                       
                                                  



















































































































































































































                                                                                                                                  
 
                                               





                                                                      














































































































































































                                                                                                 
                                     










































































































































                                                                                                                                           
                                                          















































                                                                                              
                                           
















































































































































































































































































































































































































                                                                                                                                                                                            
                                                                                                      






































                                                                                                                
                                                                                  












































                                                                                                
                                            

































































                                                                                                                                    
                                            
 
 

                                                                                 
                                                
                                                                                 

                                                   
 


                                                                                                                         


                                                  
 
                                                                              
 
                                              








                                                                        
         
                                                           



                                              
                                                 
                                                                      
                                              




                                                                
                                            

                                        
              
                                              


                                                
 






























































                                                                                               
                                               
















                                                                 






                                                            
                              














                                                        

#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 "BlockEntities/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 "Chunk.h"
#include "Items/ItemHandler.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))





cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
	: super(etPlayer, 0.6, 1.8)
	, m_GameMode(eGameMode_NotSet)
	, m_IP("")
	, m_LastBlockActionTime( 0 )
	, m_LastBlockActionCnt( 0 )
	, m_AirLevel( MAX_AIR_LEVEL )
	, m_AirTickTimer( DROWNING_TICKS )
	, 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_FoodLevel(MAX_FOOD_LEVEL)
	, m_FoodSaturationLevel(5)
	, m_FoodTickTimer(0)
	, m_FoodExhaustionLevel(0)
	, m_FoodPoisonedTicksRemaining(0)
	, m_NormalMaxSpeed(0.1)
	, m_SprintingMaxSpeed(0.13)
	, m_IsCrouched(false)
	, m_IsSprinting(false)
	, m_IsSwimming(false)
	, m_IsSubmerged(false)
	, m_EatingFinishTick(-1)
{
	LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d", 
		a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
		this, GetUniqueID()
	);
	
	m_InventoryWindow = new cInventoryWindow(*this);
	m_CurrentWindow = m_InventoryWindow;
	m_InventoryWindow->OpenedByPlayer(*this);

	SetMaxHealth(MAX_HEALTH);
	m_Health = MAX_HEALTH;
	
	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();
		SetPosX(cRoot::Get()->GetDefaultWorld()->GetSpawnX());
		SetPosY(cRoot::Get()->GetDefaultWorld()->GetSpawnY());
		SetPosZ(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(), GetPosX(), GetPosY(), GetPosZ()
		);
	}
	m_LastJumpHeight = (float)(GetPosY());
	m_LastGroundHeight = (float)(GetPosY());
	m_Stance = GetPosY() + 1.62;
}





cPlayer::~cPlayer(void)
{
	LOGD("Deleting cPlayer \"%s\" at %p, ID %d", m_PlayerName.c_str(), this, GetUniqueID());
	
	SaveToDisk();

	m_World->RemovePlayer( this );

	m_ClientHandle = NULL;
	
	delete m_InventoryWindow;
	
	LOGD("Player %p deleted", this);
}





bool cPlayer::Initialize(cWorld * a_World)
{
	ASSERT(a_World != NULL);
	
	if (super::Initialize(a_World))
	{
		// Remove the client handle from the server, it will be ticked from this object from now on
		if (m_ClientHandle != NULL)
		{
			cRoot::Get()->GetServer()->ClientMovedToWorld(m_ClientHandle);
		}
		
		GetWorld()->AddPlayer(this);
		return true;
	}
	return false;
}





void cPlayer::Destroyed()
{
	CloseWindow(false);
	
	m_ClientHandle = NULL;
}





void cPlayer::SpawnOn(cClientHandle & a_Client)
{
	if (!m_bVisible || (m_ClientHandle == (&a_Client)))
	{
		return;
	}
	a_Client.SendPlayerSpawn(*this);
	a_Client.SendEntityHeadLook(*this);
	a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
	a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots() );
	a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings() );
	a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate() );
	a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet() );
}





void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_ClientHandle != NULL)
	{
		if (m_ClientHandle->IsDestroyed())
		{
			// This should not happen, because destroying a client will remove it from the world, but just in case
			m_ClientHandle = NULL;
			return;
		}
		
		if (!m_ClientHandle->IsPlaying())
		{
			// We're not yet in the game, ignore everything
			return;
		}
	}
	
	super::Tick(a_Dt, a_Chunk);
	
	// Set player swimming state
	SetSwimState(a_Chunk);

	// Handle air drowning stuff
	HandleAir();

	if (m_bDirtyPosition)
	{
		// Apply food exhaustion from movement:
		ApplyFoodExhaustionFromMovement();
		
		cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
		BroadcastMovementUpdate(m_ClientHandle);
		m_ClientHandle->StreamChunks();
	}
	else
	{
		BroadcastMovementUpdate(m_ClientHandle);
	}

	if (m_Health > 0)  // make sure player is alive
	{
		m_World->CollectPickupsByPlayer(this);

		if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
		{
			FinishEating();
		}
		
		HandleFood();
	}
	
	// Send Player List (Once per m_LastPlayerListTime/1000 ms)
	cTimer t1;
	if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
	{
		m_World->SendPlayerList(this);
		m_LastPlayerListTime = t1.GetNowTime();
	}
}





void cPlayer::SetTouchGround(bool a_bTouchGround)
{
	// If just
	m_bTouchGround = a_bTouchGround;

	if (!m_bTouchGround)
	{
		if (GetPosY() > m_LastJumpHeight)
		{
			m_LastJumpHeight = (float)GetPosY();
		}
		cWorld * World = GetWorld();
		if ((GetPosY() >= 0) && (GetPosY() < 256))
		{
			BLOCKTYPE BlockType = World->GetBlock( float2int(GetPosX()), float2int(GetPosY()), float2int(GetPosZ()) );
			if (BlockType != E_BLOCK_AIR)
			{
				// LOGD("TouchGround set to true by server");
				m_bTouchGround = true;
			}
			if (
				(BlockType == E_BLOCK_WATER) ||
				(BlockType == E_BLOCK_STATIONARY_WATER) ||
				(BlockType == E_BLOCK_LADDER) ||
				(BlockType == E_BLOCK_VINES)
			)
			{
				// LOGD("Water / Ladder / Torch");
				m_LastGroundHeight = (float)GetPosY();
			}
		}
	}

	if (m_bTouchGround)
	{
		float Dist = (float)(m_LastGroundHeight - floor(GetPosY()));
		int Damage = (int)(Dist - 3.f);
		if(m_LastJumpHeight > m_LastGroundHeight) Damage++;
		m_LastJumpHeight = (float)GetPosY();
		if (Damage > 0)
		{
			TakeDamage(dtFalling, NULL, Damage, Damage, 0);
		}

		m_LastGroundHeight = (float)GetPosY();
	}
}





void cPlayer::Heal(int a_Health)
{
	if (m_Health < GetMaxHealth())
	{
		m_Health = (short)std::min((int)a_Health + m_Health, (int)GetMaxHealth());
		SendHealth();
	}
}





void cPlayer::SetFoodLevel(int a_FoodLevel)
{
	m_FoodLevel = std::max(0, std::min(a_FoodLevel, (int)MAX_FOOD_LEVEL));
	SendHealth();
}





void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel)
{
	m_FoodSaturationLevel = std::max(0.0, std::min(a_FoodSaturationLevel, (double)m_FoodLevel));
}





void cPlayer::SetFoodTickTimer(int a_FoodTickTimer)
{
	m_FoodTickTimer = a_FoodTickTimer;
}





void cPlayer::SetFoodExhaustionLevel(double a_FoodSaturationLevel)
{
	m_FoodExhaustionLevel = std::max(0.0, std::min(a_FoodSaturationLevel, 4.0));
}





void cPlayer::SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining)
{
	m_FoodPoisonedTicksRemaining = a_FoodPoisonedTicksRemaining;
}





bool cPlayer::Feed(int a_Food, double a_Saturation)
{
	if (m_FoodLevel >= MAX_FOOD_LEVEL)
	{
		return false;
	}
	
	m_FoodLevel = std::min(a_Food + m_FoodLevel, (int)MAX_FOOD_LEVEL);
	m_FoodSaturationLevel = std::min(m_FoodSaturationLevel + a_Saturation, (double)m_FoodLevel);
	
	SendHealth();
	return true;
}





void cPlayer::FoodPoison(int a_NumTicks)
{
	bool HasBeenFoodPoisoned = (m_FoodPoisonedTicksRemaining > 0);
	m_FoodPoisonedTicksRemaining = std::max(m_FoodPoisonedTicksRemaining, a_NumTicks);
	if (!HasBeenFoodPoisoned)
	{
		// TODO: Send the poisoning indication to the client - how?
		SendHealth();
	}
}





void cPlayer::StartEating(void)
{
	// Set the timer:
	m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS;
	
	// Send the packets:
	m_World->BroadcastPlayerAnimation(*this, 5);
	m_World->BroadcastEntityMetadata(*this);
}





void cPlayer::FinishEating(void)
{
	// Reset the timer:
	m_EatingFinishTick = -1;
	
	// Send the packets:
	m_ClientHandle->SendEntityStatus(*this, ENTITY_STATUS_EATING_ACCEPTED);
	m_World->BroadcastPlayerAnimation(*this, 0);
	m_World->BroadcastEntityMetadata(*this);

	// consume the item:
	cItem Item(GetEquippedItem());
	Item.m_ItemCount = 1;
	cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Item.m_ItemType);
	if (!ItemHandler->EatItem(this, &Item))
	{
		return;
	}
	ItemHandler->OnFoodEaten(m_World, this, &Item);

	GetInventory().RemoveOneEquippedItem();

	//if the food is mushroom soup, return a bowl to the inventory
	if( Item.m_ItemType == E_ITEM_MUSHROOM_SOUP ) {
		cItem emptyBowl(E_ITEM_BOWL, 1, 0, "");
		GetInventory().AddItem(emptyBowl, true, true);
	}
}





void cPlayer::AbortEating(void)
{
	m_EatingFinishTick = -1;
	m_World->BroadcastPlayerAnimation(*this, 0);
	m_World->BroadcastEntityMetadata(*this);
}





void cPlayer::SendHealth(void)
{
	if (m_ClientHandle != NULL)
	{
		m_ClientHandle->SendHealth();
	}
}





void cPlayer::ClearInventoryPaintSlots(void)
{
	// Clear the list of slots that are being inventory-painted. Used by cWindow only
	m_InventoryPaintSlots.clear();
}





void cPlayer::AddInventoryPaintSlot(int a_SlotNum)
{
	// Add a slot to the list for inventory painting. Used by cWindow only
	m_InventoryPaintSlots.push_back(a_SlotNum);
}





const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
{
	// Return the list of slots currently stored for inventory painting. Used by cWindow only
	return m_InventoryPaintSlots;
}





double cPlayer::GetMaxSpeed(void) const
{
	return m_IsSprinting ? m_SprintingMaxSpeed : m_NormalMaxSpeed;
}





void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
	m_NormalMaxSpeed = a_Speed;
	if (!m_IsSprinting)
	{
		m_ClientHandle->SendPlayerMaxSpeed();
	}
}





void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
	m_SprintingMaxSpeed = a_Speed;
	if (m_IsSprinting)
	{
		m_ClientHandle->SendPlayerMaxSpeed();
	}
}





void cPlayer::SetCrouch(bool a_IsCrouched)
{
	// Set the crouch status, broadcast to all visible players
	
	if (a_IsCrouched == m_IsCrouched)
	{
		// No change
		return;
	}
	m_IsCrouched = a_IsCrouched;
	m_World->BroadcastEntityMetadata(*this);
}





void cPlayer::SetSprint(bool a_IsSprinting)
{
	if (a_IsSprinting == m_IsSprinting)
	{
		// No change
		return;
	}
	
	m_IsSprinting = a_IsSprinting;
	m_ClientHandle->SendPlayerMaxSpeed();
}





void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
	if (m_GameMode == eGameMode_Creative)
	{
		// No damage / health in creative mode
		return;
	}
	
	super::DoTakeDamage(a_TDI);
	
	// Any kind of damage adds food exhaustion
	AddFoodExhaustion(0.3f);
	
	SendHealth();
}





void cPlayer::KilledBy(cEntity * a_Killer)
{
	super::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
	cItems Pickups;
	m_Inventory.CopyToItems(Pickups);
	m_Inventory.Clear();
	m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10);
	SaveToDisk();  // Save it, yeah the world is a tough place !
}





void cPlayer::Respawn(void)
{
	m_Health = GetMaxHealth();
	
	// Reset food level:
	m_FoodLevel = MAX_FOOD_LEVEL;
	m_FoodSaturationLevel = 5;

	m_ClientHandle->SendRespawn();
	
	// Extinguish the fire:
	StopBurning();

	TeleportToCoords(GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ());

	SetVisible(true);
}





double cPlayer::GetEyeHeight(void) const
{
	return m_Stance;
}




Vector3d cPlayer::GetEyePosition(void) const
{
	return Vector3d( GetPosX(), m_Stance, GetPosZ() );
}





bool cPlayer::IsGameModeCreative(void) const
{
	return (m_GameMode == gmCreative) ||  // Either the player is explicitly in Creative
		((m_GameMode == gmNotSet) &&  m_World->IsGameModeCreative());  // or they inherit from the world and the world is Creative
}





bool cPlayer::IsGameModeSurvival(void) const
{
	return (m_GameMode == gmSurvival) ||  // Either the player is explicitly in Survival
		((m_GameMode == gmNotSet) &&  m_World->IsGameModeSurvival());  // or they inherit from the world and the world is Survival
}





bool cPlayer::IsGameModeAdventure(void) const
{
	return (m_GameMode == gmCreative) ||  // Either the player is explicitly in Adventure
		((m_GameMode == gmNotSet) &&  m_World->IsGameModeCreative());  // or they inherit from the world and the world is Adventure
}





void cPlayer::OpenWindow(cWindow * a_Window)
{
	if (a_Window != m_CurrentWindow)
	{
		CloseWindow(false);
	}
	a_Window->OpenedByPlayer(*this);
	m_CurrentWindow = a_Window;
	a_Window->SendWholeWindow(*GetClientHandle());
}





void cPlayer::CloseWindow(bool a_CanRefuse)
{
	if (m_CurrentWindow == NULL)
	{
		m_CurrentWindow = m_InventoryWindow;
		return;
	}
	
	if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse)
	{
		// Close accepted, go back to inventory window (the default):
		m_CurrentWindow = m_InventoryWindow;
	}
	else
	{
		// Re-open the window
		m_CurrentWindow->OpenedByPlayer(*this);
		m_CurrentWindow->SendWholeWindow(*GetClientHandle());
	}
}





void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse)
{
	if ((m_CurrentWindow == NULL) || (m_CurrentWindow->GetWindowID() != a_WindowID))
	{
		return;
	}
	CloseWindow();
}





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 < gmMin) || (a_GameMode >= gmMax))
	{
		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::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
	m_LastGroundHeight = (float)a_PosY;
	SetPosition( a_PosX, a_PosY, a_PosZ );

	m_World->BroadcastTeleportEntity(*this, GetClientHandle());
	m_ClientHandle->SendPlayerMoveLook();
}





void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
	if ((a_NewPos.y < -990) && (GetPosY() > -100))
	{
		// When attached to an entity, the client sends position packets with weird coords:
		// Y = -999 and X, Z = attempting to create speed, usually up to 0.03
		// We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while 
		// the client may still send more of these nonsensical packets.
		if (m_AttachedTo != NULL)
		{
			Vector3d AddSpeed(a_NewPos);
			AddSpeed.y = 0;
			m_AttachedTo->AddSpeed(AddSpeed);
		}
		return;
	}
	
	// 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->BroadcastSpawnEntity(*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)
{
	if (a_Permission.empty())
	{
		// Empty permission request is always granted
		return true;
	}
	
	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 != 0)
	{
		// 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 = std::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())
			{
				if (GetInventory().RemoveOneEquippedItem())
				{
					DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
					Drops.push_back(DroppedItem);
				}
			}
		}
	}
	double 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 == NULL)
	{
		LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName);
		return false;
	}
	
	eDimension OldDimension = m_World->GetDimension();
	
	// Remove all links to the old world
	m_World->RemovePlayer(this);
	m_ClientHandle->RemoveFromAllChunks();
	m_World->RemoveEntity(this);

	// Add player to all the necessary parts of the new world
	SetWorld(World);
	World->AddEntity(this);
	World->AddPlayer(this);

	// If the dimension is different, we can send the respawn packet
	// http://wiki.vg/Protocol#0x09 says "don't send if dimension is the same" as of 2013_07_02
	if (OldDimension != World->GetDimension())
	{
		m_ClientHandle->SendRespawn();
	}
	
	// Stream the new chunks:
	m_ClientHandle->StreamChunks();
	return true;
}





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))
	{
		// This is a new player whom we haven't seen yet, bail out, let them have the defaults
		return false;
	}

	AString buffer;
	if (f.ReadRestOfFile(buffer) != f.GetSize())
	{
		LOGWARNING("Cannot read player data from file \"%s\"", SourceFile.c_str()); 
		return false;
	}
	f.Close();

	Json::Value root;
	Json::Reader reader;
	if (!reader.parse(buffer, root, false))
	{
		LOGWARNING("Cannot parse player data in file \"%s\", player will be reset", SourceFile.c_str());
	}

	Json::Value & JSON_PlayerPosition = root["position"];
	if (JSON_PlayerPosition.size() == 3)
	{
		SetPosX(JSON_PlayerPosition[(unsigned int)0].asDouble());
		SetPosY(JSON_PlayerPosition[(unsigned int)1].asDouble());
		SetPosZ(JSON_PlayerPosition[(unsigned int)2].asDouble());
		m_LastPosX = GetPosX();
		m_LastPosY = GetPosY();
		m_LastPosZ = GetPosZ();
		m_LastFoodPos = GetPosition();
	}

	Json::Value & JSON_PlayerRotation = root["rotation"];
	if (JSON_PlayerRotation.size() == 3)
	{
		SetRotation ((float)JSON_PlayerRotation[(unsigned int)0].asDouble());
		SetPitch    ((float)JSON_PlayerRotation[(unsigned int)1].asDouble());
		SetRoll     ((float)JSON_PlayerRotation[(unsigned int)2].asDouble());
	}

	m_Health = root.get("health", 0).asInt();
	m_AirLevel            = root.get("air",            MAX_AIR_LEVEL).asInt();
	m_FoodLevel           = root.get("food",           MAX_FOOD_LEVEL).asInt();
	m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
	m_FoodTickTimer       = root.get("foodTickTimer",  0).asInt();
	m_FoodExhaustionLevel = root.get("foodExhaustion", 0).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(), GetPosX(), GetPosY(), GetPosZ(), 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(GetPosX()));
	JSON_PlayerPosition.append(Json::Value(GetPosY()));
	JSON_PlayerPosition.append(Json::Value(GetPosZ()));

	Json::Value JSON_PlayerRotation;
	JSON_PlayerRotation.append(Json::Value(GetRotation()));
	JSON_PlayerRotation.append(Json::Value(GetPitch()));
	JSON_PlayerRotation.append(Json::Value(GetRoll()));

	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["air"]            = m_AirLevel;
	root["food"]           = m_FoodLevel;
	root["foodSaturation"] = m_FoodSaturationLevel;
	root["foodTickTimer"]  = m_FoodTickTimer;
	root["foodExhaustion"] = m_FoodExhaustionLevel;
	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() == gmCreative)  // No damage in creative
	{
		return;
	}
	
	GetInventory().DamageEquippedItem();
}

void cPlayer::SetSwimState(cChunk & a_Chunk)
{

	BLOCKTYPE BlockIn;
	int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
	int RelY = (int)floor(m_LastPosY + 0.1);
	int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
	
	// first we check if the player is swimming

	// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
	VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));

	m_IsSwimming = IsBlockWater(BlockIn);

	// now we check if the player is submerged

	VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn));

	m_IsSubmerged = IsBlockWater(BlockIn);
}

void cPlayer::HandleAir()
{
	// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
	// see if the player is /submerged/ water (block above is water)
	// Get the type of block the player's standing in:

	if (IsSubmerged())
	{
		// either reduce air level or damage player
		if(m_AirLevel < 1)
		{
			if(m_AirTickTimer < 1)
			{
				// damage player 
				TakeDamage(dtDrowning, NULL, 1, 1, 0);
				// reset timer
				m_AirTickTimer = DROWNING_TICKS;
			}else{
				m_AirTickTimer -= 1;
			}
		}else{
			// reduce air supply
			m_AirLevel -= 1;
		}
	}else{
		// set the air back to maximum
		m_AirLevel = MAX_AIR_LEVEL;
		m_AirTickTimer = DROWNING_TICKS;
	}
}


void cPlayer::HandleFood(void)
{
	// Ref.: http://www.minecraftwiki.net/wiki/Hunger
	
	// Remember the food level before processing, for later comparison
	int LastFoodLevel = m_FoodLevel;
	
	// Heal or damage, based on the food level, using the m_FoodTickTimer:
	if ((m_FoodLevel > 17) || (m_FoodLevel <= 0))
	{
		m_FoodTickTimer++;
		if (m_FoodTickTimer >= 80)
		{
			m_FoodTickTimer = 0;

			if (m_FoodLevel >= 17)
			{
				// Regenerate health from food, incur 3 pts of food exhaustion:
				Heal(1);
				m_FoodExhaustionLevel += 3;
			}
			else if (m_FoodLevel <= 0)
			{
				// Damage from starving
				TakeDamage(dtStarving, NULL, 1, 1, 0);
			}
		}
	}
	
	// Apply food poisoning food exhaustion:
	if (m_FoodPoisonedTicksRemaining > 0)
	{
		m_FoodPoisonedTicksRemaining--;
		m_FoodExhaustionLevel += 0.025;  // 0.5 per second = 0.025 per tick
	}

	// Apply food exhaustion that has accumulated:
	if (m_FoodExhaustionLevel >= 4)
	{
		m_FoodExhaustionLevel -= 4;

		if (m_FoodSaturationLevel >= 1)
		{
			m_FoodSaturationLevel -= 1;
		}
		else
		{
			m_FoodLevel = std::max(m_FoodLevel - 1, 0);
		}
	}
	
	if (m_FoodLevel != LastFoodLevel)
	{
		SendHealth();
	}
}





void cPlayer::ApplyFoodExhaustionFromMovement()
{
	if (IsGameModeCreative())
	{
		return;
	}
	
	// Calculate the distance travelled, update the last pos:
	Vector3d Movement(GetPosition() - m_LastFoodPos);
	Movement.y = 0;  // Only take XZ movement into account
	m_LastFoodPos = GetPosition();
	
	// If riding anything, apply no food exhaustion
	if (m_AttachedTo != NULL)
	{
		return;
	}

	// Apply the exhaustion based on distance travelled:
	double BaseExhaustion = Movement.Length();
	if (IsSprinting())
	{
		// 0.1 pt per meter sprinted
		BaseExhaustion = BaseExhaustion * 0.1;
	}
	else if (IsSwimming())
	{
		// 0.015 pt per meter swum
		BaseExhaustion = BaseExhaustion * 0.015;
	}
	else
	{
		// 0.01 pt per meter walked / sneaked
		BaseExhaustion = BaseExhaustion * 0.01;
	}
	m_FoodExhaustionLevel += BaseExhaustion;
}