#include "Player.h" #include #include "Character.h" #include "Database.h" #include "MissionComponent.h" #include "UserManager.h" #include "EntityManager.h" #include "Logger.h" #include "ZoneInstanceManager.h" #include "WorldPackets.h" #include "dZoneManager.h" #include "CharacterComponent.h" #include "Mail.h" #include "User.h" #include "CppScripts.h" #include "Loot.h" #include "eReplicaComponentType.h" std::vector Player::m_Players = {}; Player::Player(const LWOOBJID& objectID, const EntityInfo info, User* user, Entity* parentEntity) : Entity(objectID, info, parentEntity) { m_ParentUser = user; m_Character = m_ParentUser->GetLastUsedChar(); m_ParentUser->SetLoggedInChar(objectID); m_GMLevel = m_Character->GetGMLevel(); m_SystemAddress = m_ParentUser->GetSystemAddress(); m_DroppedLoot = {}; m_DroppedCoins = 0; m_GhostReferencePoint = NiPoint3::ZERO; m_GhostOverridePoint = NiPoint3::ZERO; m_GhostOverride = false; m_Character->SetEntity(this); const auto& iter = std::find(m_Players.begin(), m_Players.end(), this); if (iter != m_Players.end()) { return; } m_Players.push_back(this); } User* Player::GetParentUser() const { return m_ParentUser; } SystemAddress Player::GetSystemAddress() const { return m_SystemAddress; } void Player::SetSystemAddress(const SystemAddress& value) { m_SystemAddress = value; } void Player::SetRespawnPos(const NiPoint3 position) { m_respawnPos = position; m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position); } void Player::SetRespawnRot(const NiQuaternion rotation) { m_respawnRot = rotation; } NiPoint3 Player::GetRespawnPosition() const { return m_respawnPos; } NiQuaternion Player::GetRespawnRotation() const { return m_respawnRot; } void Player::SendMail(const LWOOBJID sender, const std::string& senderName, const std::string& subject, const std::string& body, LOT attachment, uint16_t attachmentCount) const { Mail::SendMail(sender, senderName, this, subject, body, attachment, attachmentCount); } void Player::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) { const auto objid = GetObjectID(); ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) { auto* entity = Game::entityManager->GetEntity(objid); if (entity == nullptr) { return; } const auto sysAddr = entity->GetSystemAddress(); auto* character = entity->GetCharacter(); auto* characterComponent = entity->GetComponent(); if (character != nullptr && characterComponent != nullptr) { character->SetZoneID(zoneID); character->SetZoneInstance(zoneInstance); character->SetZoneClone(zoneClone); characterComponent->SetLastRocketConfig(u""); character->SaveXMLToDatabase(); } WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift); Game::entityManager->DestructEntity(entity); return; }); } void Player::AddLimboConstruction(LWOOBJID objectId) { const auto& iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId); if (iter != m_LimboConstructions.end()) { return; } m_LimboConstructions.push_back(objectId); } void Player::RemoveLimboConstruction(LWOOBJID objectId) { const auto& iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId); if (iter == m_LimboConstructions.end()) { return; } m_LimboConstructions.erase(iter); } void Player::ConstructLimboEntities() { for (const auto objectId : m_LimboConstructions) { auto* entity = Game::entityManager->GetEntity(objectId); if (entity == nullptr) { continue; } Game::entityManager->ConstructEntity(entity, m_SystemAddress); } m_LimboConstructions.clear(); } std::map& Player::GetDroppedLoot() { return m_DroppedLoot; } const NiPoint3& Player::GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; } const NiPoint3& Player::GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; } void Player::SetGhostReferencePoint(const NiPoint3& value) { m_GhostReferencePoint = value; } void Player::SetGhostOverridePoint(const NiPoint3& value) { m_GhostOverridePoint = value; } const NiPoint3& Player::GetGhostOverridePoint() const { return m_GhostOverridePoint; } void Player::SetGhostOverride(bool value) { m_GhostOverride = value; } bool Player::GetGhostOverride() const { return m_GhostOverride; } void Player::ObserveEntity(int32_t id) { m_ObservedEntities.emplace(id); } bool Player::IsObserved(int32_t id) { return m_ObservedEntities.find(id) != m_ObservedEntities.end(); } void Player::GhostEntity(int32_t id) { const auto& iter = m_ObservedEntities.find(id); if (iter == m_ObservedEntities.end()) { return; } m_ObservedEntities.erase(iter); } Player* Player::GetPlayer(const SystemAddress& sysAddr) { auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity(); return static_cast(entity); } Player* Player::GetPlayer(const std::string& name) { const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER); for (auto* character : characters) { if (!character->IsPlayer()) continue; if (character->GetCharacter()->GetName() == name) { return static_cast(character); } } return nullptr; } Player* Player::GetPlayer(LWOOBJID playerID) { for (auto* player : m_Players) { if (player->GetObjectID() == playerID) { return player; } } return nullptr; } const std::vector& Player::GetAllPlayers() { return m_Players; } uint64_t Player::GetDroppedCoins() { return m_DroppedCoins; } void Player::SetDroppedCoins(uint64_t value) { m_DroppedCoins = value; } Player::~Player() { LOG("Deleted player"); for (const auto& id : m_ObservedEntities) { if (id == 0) { continue; } auto* entity = Game::entityManager->GetGhostCandidate(id); if (entity != nullptr) { entity->SetObservers(entity->GetObservers() - 1); } } m_LimboConstructions.clear(); const auto& iter = std::find(m_Players.begin(), m_Players.end(), this); if (iter == m_Players.end()) { return; } if (IsPlayer()) { Entity* zoneControl = Game::entityManager->GetZoneControlEntity(); for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) { script->OnPlayerExit(zoneControl, this); } std::vector scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY); for (Entity* scriptEntity : scriptedActs) { if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) { script->OnPlayerExit(scriptEntity, this); } } } } m_Players.erase(iter); }