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https://github.com/DarkflameUniverse/DarkflameServer.git
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Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
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@@ -20,6 +20,7 @@
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#include "eMissionState.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "ePlayerFlag.h"
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Character::Character(uint32_t id, User* parentUser) {
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//First load the name, etc:
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@@ -362,9 +363,9 @@ void Character::SaveXMLToDatabase() {
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}
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// Prevents the news feed from showing up on world transfers
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if (GetPlayerFlag(ePlayerFlags::IS_NEWS_SCREEN_VISIBLE)) {
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if (GetPlayerFlag(ePlayerFlag::IS_NEWS_SCREEN_VISIBLE)) {
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auto* s = m_Doc->NewElement("s");
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s->SetAttribute("si", ePlayerFlags::IS_NEWS_SCREEN_VISIBLE);
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s->SetAttribute("si", ePlayerFlag::IS_NEWS_SCREEN_VISIBLE);
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flags->LinkEndChild(s);
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}
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@@ -417,7 +418,7 @@ void Character::WriteToDatabase() {
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delete printer;
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}
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void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
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// If the flag is already set, we don't have to recalculate it
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if (GetPlayerFlag(flagId) == value) return;
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@@ -464,7 +465,7 @@ void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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}
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bool Character::GetPlayerFlag(const uint32_t flagId) const {
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bool Character::GetPlayerFlag(const int32_t flagId) const {
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// Calculate the index first
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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@@ -481,8 +482,8 @@ bool Character::GetPlayerFlag(const uint32_t flagId) const {
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void Character::SetRetroactiveFlags() {
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// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
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if (GetPlayerFlag(ePlayerFlags::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlags::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlags::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlags::SENTINEL_FACTION)) {
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SetPlayerFlag(ePlayerFlags::JOINED_A_FACTION, true);
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if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
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SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
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}
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}
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@@ -542,7 +543,7 @@ void Character::OnZoneLoad() {
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if (missionComponent != nullptr) {
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// Fix the monument race flag
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if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
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SetPlayerFlag(33, true);
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SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
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}
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}
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@@ -558,7 +559,7 @@ void Character::OnZoneLoad() {
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*/
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if (HasPermission(ePermissionMap::Old)) {
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if (GetCoins() > 1000000) {
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SetCoins(1000000, eLootSourceType::LOOT_SOURCE_NONE);
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SetCoins(1000000, eLootSourceType::NONE);
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}
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}
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@@ -636,7 +637,7 @@ void Character::SetBillboardVisible(bool visible) {
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// The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component.
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// Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way
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// This workaround involves sending an unrelated GameMessage that does not apply to player entites,
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// This workaround involves sending an unrelated GameMessage that does not apply to player entites,
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// but forces the client to create the necessary SubComponent that controls the billboard.
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GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
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