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https://github.com/DarkflameUniverse/DarkflameServer.git
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Public release of the DLU server code!
Have fun!
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130
dGame/Player.h
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130
dGame/Player.h
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#pragma once
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#include "Entity.h"
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/**
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* Extended Entity for player data and behavior.
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*
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* Contains properties only a player entity would require, like associated SystemAddress and User.
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*
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* Keeps track of which entities are observed by this user for ghosting.
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*/
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class Player final : public Entity
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{
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public:
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explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
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/**
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* Getters
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*/
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User* GetParentUser() const override;
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SystemAddress GetSystemAddress() const override;
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NiPoint3 GetRespawnPosition() const override;
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NiQuaternion GetRespawnRotation() const override;
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const NiPoint3& GetGhostReferencePoint() const;
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const NiPoint3& GetOriginGhostReferencePoint() const;
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const NiPoint3& GetGhostOverridePoint() const;
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bool GetGhostOverride() const;
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot();
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/**
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* Setters
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*/
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void SetSystemAddress(const SystemAddress& value) override;
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void SetRespawnPos(NiPoint3 position) override;
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void SetRespawnRot(NiQuaternion rotation) override;
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void SetGhostReferencePoint(const NiPoint3& value);
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void SetGhostOverridePoint(const NiPoint3& value);
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void SetGhostOverride(bool value);
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/**
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* Wrapper for sending an in-game mail.
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*
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* @param sender id of the sender. LWOOBJID_EMPTY for system mail
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* @param senderName name of the sender. Max 32 characters.
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* @param subject mail subject. Max 50 characters.
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* @param body mail body. Max 400 characters.
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* @param attachment LOT of the attached item. LOT_NULL if no attachment.
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* @param attachmentCount stack size for attachment.
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*/
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void SendMail(LWOOBJID sender, const std::string& senderName, const std::string& subject, const std::string& body, LOT attachment, uint16_t attachmentCount) const;
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/**
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* Wrapper for transfering the player to another instance.
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*
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* @param zoneId zoneID for the new instance.
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* @param cloneId cloneID for the new instance.
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*/
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void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0);
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/**
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* Ghosting
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*/
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void AddLimboConstruction(LWOOBJID objectId);
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void RemoveLimboConstruction(LWOOBJID objectId);
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void ConstructLimboEntities();
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void ObserveEntity(int32_t id);
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bool IsObserved(int32_t id);
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void GhostEntity(int32_t id);
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/**
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* Static methods
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*/
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static Player* GetPlayer(const SystemAddress& sysAddr);
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static Player* GetPlayer(const std::string& name);
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static Player* GetPlayer(LWOOBJID playerID);
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static const std::vector<Player*>& GetAllPlayers();
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~Player() override;
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private:
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SystemAddress m_SystemAddress;
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NiPoint3 m_respawnPos;
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NiQuaternion m_respawnRot;
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User* m_ParentUser;
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NiPoint3 m_GhostReferencePoint;
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NiPoint3 m_GhostOverridePoint;
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bool m_GhostOverride;
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std::vector<int32_t> m_ObservedEntities;
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int32_t m_ObservedEntitiesLength;
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int32_t m_ObservedEntitiesUsed;
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std::vector<LWOOBJID> m_LimboConstructions;
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std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
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static std::vector<Player*> m_Players;
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};
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