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-rw-r--r--src/Entities/Player.h36
1 files changed, 23 insertions, 13 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index d71fedec5..d1dfffa0b 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -513,22 +513,28 @@ public:
The custom name will be used in the tab-list, in the player nametag and in the tab-completion. */
void SetCustomName(const AString & a_CustomName);
- /** Gets the last position that the player slept in
- This is initialised to the world spawn point if the player has not slept in a bed as of yet
- */
- Vector3i GetLastBedPos(void) const { return m_LastBedPos; }
+ /** Gets the player's potential respawn position (named LastBedPos for compatibility reasons). */
+ Vector3i GetLastBedPos(void) const { return m_RespawnPosition; }
+
+ /** Returns if the respawn point is unconditionally used. */
+ bool IsRespawnPointForced(void) const { return m_IsRespawnPointForced; }
- /** Sets the player's bed (home / respawn) position to the specified position.
- Sets the respawn world to the player's world. */
- void SetBedPos(const Vector3i a_Position);
+ /** Sets the player's bed position to the specified position.
+ Sets the respawn world to the player's world and unforces the respawn point.
+ The given position will be used subject to bed checks when respawning. */
+ void SetBedPos(Vector3i a_Position);
- /** Sets the player's bed (home / respawn) position and respawn world to the specified parameters. */
- void SetBedPos(const Vector3i a_Position, const cWorld & a_World);
+ /** Sets the player's bed position to the specified position.
+ The spawn point is unforced. The given position will be used subject to bed checks when respawning. */
+ void SetBedPos(Vector3i a_Position, const cWorld & a_World);
+
+ /** Sets the player's forced respawn position and world. */
+ void SetRespawnPosition(Vector3i a_Position, const cWorld & a_World);
// tolua_end
- // TODO lua export GetBedPos and GetBedWorld
- cWorld * GetBedWorld();
+ // TODO lua export GetRespawnWorld
+ cWorld * GetRespawnWorld();
/** Update movement-related statistics. */
void UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround);
@@ -652,8 +658,9 @@ private:
cWindow * m_CurrentWindow;
cWindow * m_InventoryWindow;
- /** The player's last saved bed position */
- Vector3i m_LastBedPos;
+ /** The player's potential respawn position, initialised to world spawn by default.
+ During player respawn from death, if m_IsRespawnPointForced is false and no bed exists here, it will be reset to world spawn. */
+ Vector3i m_RespawnPosition;
/** The name of the world which the player respawns in upon death.
This is stored as a string to enable SaveToDisk to not touch cRoot, and thus can be safely called in the player's destructor. */
@@ -707,6 +714,9 @@ private:
/** Was the player frozen manually by a plugin or automatically by the server? */
bool m_IsManuallyFrozen;
+ /** Whether we unconditionally respawn to m_RespawnPosition, or check if a bed is unobstructed and available first. */
+ bool m_IsRespawnPointForced;
+
/** Flag used by food handling system to determine whether a teleport has just happened.
Will not apply food penalties if found to be true; will set to false after processing. */
bool m_IsTeleporting;