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https://github.com/DarkflameUniverse/DarkflameServer.git
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chore: Simplify and move Player functionality to relevant component (#1408)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes
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@@ -18,64 +18,44 @@ public:
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* Getters
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*/
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User* GetParentUser() const override;
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User* GetParentUser() const override { return m_ParentUser; };
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SystemAddress GetSystemAddress() const override;
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const SystemAddress& GetSystemAddress() const override { return m_SystemAddress; };
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NiPoint3 GetRespawnPosition() const override;
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const NiPoint3& GetRespawnPosition() const override { return m_respawnPos; };
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NiQuaternion GetRespawnRotation() const override;
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const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
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const NiPoint3& GetGhostReferencePoint() const;
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const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
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const NiPoint3& GetOriginGhostReferencePoint() const;
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const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
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const NiPoint3& GetGhostOverridePoint() const;
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const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
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bool GetGhostOverride() const;
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bool GetGhostOverride() const { return m_GhostOverride; };
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot();
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
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uint64_t GetDroppedCoins();
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uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
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/**
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* Setters
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*/
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void SetGhostOverride(bool value) { m_GhostOverride = value; };
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void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
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void SetSystemAddress(const SystemAddress& value) override;
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void SetRespawnPos(NiPoint3 position) override;
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void SetRespawnPos(const NiPoint3& position) override;
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void SetRespawnRot(NiQuaternion rotation) override;
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void SetRespawnRot(const 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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void SetDroppedCoins(uint64_t 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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@@ -86,11 +66,11 @@ public:
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void ConstructLimboEntities();
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void ObserveEntity(int32_t id);
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void ObserveEntity(const int32_t id);
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bool IsObserved(int32_t id);
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bool IsObserved(const int32_t id);
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void GhostEntity(int32_t id);
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void GhostEntity(const int32_t id);
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/**
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* Static methods
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@@ -122,15 +102,9 @@ private:
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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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uint64_t m_DroppedCoins;
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static std::vector<Player*> m_Players;
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};
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