mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 21:43:35 +00:00
adc9cd2876
* saving from a test works * testing works * Update SavingTests.cpp * test dServer stuff * tests * use dummy database and add missing pure fns * add more tests * add more tests * add rocket tests * Update BuffComponent.h * Update test_xml_data.xml * Update SavingTests.cpp * update
682 lines
17 KiB
C++
682 lines
17 KiB
C++
#ifndef CHARACTER_H
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#define CHARACTER_H
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#include "dCommonVars.h"
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#include <vector>
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#include "tinyxml2.h"
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#include <unordered_map>
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#include <map>
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "ePermissionMap.h"
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class User;
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struct Packet;
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class Entity;
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enum class ePermissionMap : uint64_t;
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enum class eGameMasterLevel : uint8_t;
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enum class eLootSourceType : uint32_t;
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/**
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* Meta information about a character, like their name and style
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*/
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class Character {
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public:
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Character(uint32_t id, User* parentUser);
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~Character();
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/**
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* Write the current m_Doc to the database for saving.
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*/
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void WriteToDatabase();
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void SaveXMLToDatabase();
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void UpdateFromDatabase();
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void SaveXmlRespawnCheckpoints();
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void LoadXmlRespawnCheckpoints();
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const std::string& GetXMLData() const { return m_XMLData; }
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const tinyxml2::XMLDocument& GetXMLDoc() const { return m_Doc; }
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void _setXmlDoc(tinyxml2::XMLDocument& doc) { doc.DeepCopy(&m_Doc); }
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/**
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* Out of abundance of safety and clarity of what this saves, this is its own function.
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*
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* Clears the s element from the flag element and saves the xml to the database. Used to prevent the news
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* feed from showing up on world transfers.
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*
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*/
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void SetIsNewLogin();
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/**
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* Gets the database ID of the character
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* @return the database ID of the character
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*/
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uint32_t GetID() const { return m_ID; }
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/**
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* Gets the (custom) name of the character
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* @return the name of the character
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*/
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const std::string& GetName() const { return m_Name; }
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/**
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* Gets the generated name of the character
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* @return the generated name
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*/
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const std::string& GetUnapprovedName() const { return m_UnapprovedName; }
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/**
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* Gets whether or not the custom name for this character was rejected
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* @return whether the custom name for this character was rejected
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*/
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bool GetNameRejected() const { return m_NameRejected; }
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/**
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* Gets the object ID of the entity this character belongs to
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* @return the object ID of the entity this character belongs to
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*/
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LWOOBJID GetObjectID() const { return m_ObjectID; }
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/**
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* Gets the identifier for the properties of this character
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* @return The identifier for the properties of this character
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*/
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uint32_t GetPropertyCloneID() const { return m_PropertyCloneID; }
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/**
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* Gets the last login of this character in MS
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* @return the last login of this character
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*/
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uint64_t GetLastLogin() const { return m_LastLogin; }
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/**
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* Gets the default shirt color for this character
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* @return the default shirt color ID
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*/
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uint32_t GetShirtColor() const { return m_ShirtColor; }
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/**
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* Gets the default hair style for this character
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* @return the default hair style ID
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*/
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uint32_t GetShirtStyle() const { return m_ShirtStyle; }
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/**
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* Gets the default pants color for this character
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* @return the default pants color ID
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*/
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uint32_t GetPantsColor() const { return m_PantsColor; }
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/**
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* Gets the default hair color for this character
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* @return the default hair color ID
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*/
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uint32_t GetHairColor() const { return m_HairColor; }
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/**
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* Gets the default hair style of this character
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* @return the default hair style ID
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*/
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uint32_t GetHairStyle() const { return m_HairStyle; }
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/**
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* Gets the eyes config for this character
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* @return the eyes config ID
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*/
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uint32_t GetEyes() const { return m_Eyes; }
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/**
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* Gets the eyebrows config for this character
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* @return the eyebrow config ID
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*/
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uint32_t GetEyebrows() const { return m_Eyebrows; }
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/**
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* Get the mouth of this character
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* @return the mouth ID
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*/
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uint32_t GetMouth() const { return m_Mouth; }
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/**
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* Gets the left hand color of this character
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* @return the left hand color ID
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*/
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uint32_t GetLeftHand() const { return m_LeftHand; }
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/**
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* Gets the right hand color of this character
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* @return the right hand color ID
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*/
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uint32_t GetRightHand() const { return m_RightHand; }
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/**
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* Sets the default shirt color for this character
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* @param color the shirt color ID to set
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*/
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void SetShirtColor(uint32_t color) { m_ShirtColor = color; }
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/**
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* Sets the default shirt style for this character
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* @param style the shirt style ID to set
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*/
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void SetShirtStyle(uint32_t style) { m_ShirtStyle = style; }
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/**
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* Sets the default pants color for this character
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* @param color the pants color ID to set
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*/
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void SetPantsColor(uint32_t color) { m_PantsColor = color; }
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/**
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* Sets the default hair color for this character
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* @param color the hair color ID to set
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*/
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void SetHairColor(uint32_t color) { m_HairColor = color; }
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/**
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* Sets the default hair style for this character
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* @param style the hair style ID to set
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*/
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void SetHairStyle(uint32_t style) { m_HairStyle = style; }
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/**
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* Sets the eyes config for this character
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* @param eyes the eyes config ID to set
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*/
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void SetEyes(uint32_t eyes) { m_Eyes = eyes; }
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/**
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* Sets the eyebrows config for this character
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* @param eyebrows the eyebrows config ID to set
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*/
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void SetEyebrows(uint32_t eyebrows) { m_Eyebrows = eyebrows; }
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/**
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* Sets the mouth config for this character
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* @param mouth the mouth config ID to set
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*/
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void SetMouth(uint32_t mouth) { m_Mouth = mouth; }
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/**
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* Sets the left hand color for this character
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* @param color the left hand color ID to set
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*/
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void SetLeftHand(uint32_t leftHand) { m_LeftHand = leftHand; }
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/**
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* Sets the right hand color for this character
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* @param color the right hand color ID to set
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*/
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void SetRightHand(uint32_t rightHand) { m_RightHand = rightHand; }
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/**
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* Whether this character has visited a certain zone
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* @param mapID the ID of the zone to check for
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* @return Whether the character has visited the provided zone
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*/
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bool HasBeenToWorld(LWOMAPID mapID) const;
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/**
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* Gets the zone ID the character is currently in
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* @return the zone ID the character is currently in
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*/
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uint32_t GetZoneID() const { return m_ZoneID; }
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/**
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* Sets the zone ID the character is currently in
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* @param id the zone ID to set
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*/
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void SetZoneID(uint32_t id) { m_ZoneID = id; }
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/**
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* Gets the instance ID of the zone the character is currently in, for boss battles
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* @return the instance ID of the zone the character is in
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*/
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uint32_t GetZoneInstance() const { return m_ZoneInstanceID; }
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/**
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* Sets the zone instance ID the character is currently in
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* @param instance the instance ID of the zone
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*/
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void SetZoneInstance(uint32_t instance) { m_ZoneInstanceID = instance; }
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/**
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* Gets the clone ID of the zone the character is currently in, for properties
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* @return the clone ID of the zone the character is in
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*/
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uint32_t GetZoneClone() const { return m_ZoneCloneID; }
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/**
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* Sets the clone ID of the zone the character is currently in
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* @param clone the clone ID of the zone
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*/
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void SetZoneClone(uint32_t clone) { m_ZoneCloneID = clone; }
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/**
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* Gets the last zone the character was in, that was not an instance (=boss battle), to be able to send them back
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* @return the zone ID of the last non-instance zone this character was in
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*/
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uint32_t GetLastNonInstanceZoneID() const { return m_LastNonInstanceZoneID; }
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/**
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* Sets the last non instance zone ID for the character
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* @param id the zone ID
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*/
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void SetLastNonInstanceZoneID(uint32_t id) { m_LastNonInstanceZoneID = id; }
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/**
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* Gets the name of the scene that will play when the character lands in the next zone
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* @return the name of the landing scene
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*/
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const std::string& GetTargetScene() const { return m_TargetScene; }
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/**
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* Sets the name of the landing scene that will play when the player lands in the new zone
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* NOTE: Generally set by launch pads before heading off to the next zone
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* @param value the name of the landing scene to set
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*/
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void SetTargetScene(const std::string& value) { m_TargetScene = value; }
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/**
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* Gets the starting position of the character (at spawn)
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* @return the starting position of the character
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*/
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const NiPoint3& GetOriginalPos() const { return m_OriginalPosition; }
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/**
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* Gets the starting rotation of the character (at spawn)
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* @return the starting rotation of the character
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*/
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const NiQuaternion& GetOriginalRot() const { return m_OriginalRotation; }
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/**
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* Gets the respawn point of the the character for a certain map
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* @param map the map ID to get the respawn point for
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* @return the respawn point of the character on the given map
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*/
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const NiPoint3& GetRespawnPoint(LWOMAPID map) const;
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/**
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* Sets the respawn point of this character for a given map
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* @param map the map to set the respawn point for
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* @param point the point to set as respawn point on the given map
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*/
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void SetRespawnPoint(LWOMAPID map, const NiPoint3& point);
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/**
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* Gets the GM level of the character
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* @return the GM level
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*/
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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/**
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* Sets the GM level of the character
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* @param value the GM level to set
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*/
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void SetGMLevel(eGameMasterLevel value) { m_GMLevel = value; }
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/**
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* Gets the current amount of coins of the character
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* @return the current amount of coins
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*/
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const int64_t GetCoins() const { return m_Coins; }
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/**
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* Updates the current amount of coins of the character by a specified amount
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* @param newCoins the amount of coins to update by
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* @param coinSource The source of the loot
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*/
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void SetCoins(int64_t newCoins, eLootSourceType coinSource);
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/**
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* Get the entity this character belongs to
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* @return the entity this character belongs to
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*/
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Entity* GetEntity() const { return m_OurEntity; }
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/**
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* Sets the entity this character belongs to
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* @param entity the entity this character belongs to
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*/
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void SetEntity(Entity* entity) { m_OurEntity = entity; }
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/**
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* Gets the current build mode of the character (on or off)
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* @return the current build mode of the character
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*/
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bool GetBuildMode() const { return m_BuildMode; }
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/**
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* Sets the current build mode for the character (either on or off)
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* @param buildMode the build mode to set
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*/
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void SetBuildMode(bool buildMode);
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/**
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* Gets the title of an announcement that a character made (reserved for GMs)
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* @return the title of the announcement a character made
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*/
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const std::string& GetAnnouncementTitle() const { return m_AnnouncementTitle; }
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/**
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* Sets the title of an announcement a character will make (reserved for GMs)
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* @param value the title to set
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*/
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void SetAnnouncementTitle(const std::string& value) { m_AnnouncementTitle = value; }
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/**
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* Gets the body of an announcement a character made (reserved for GMs)
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* @return the body of the announcement
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*/
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const std::string& GetAnnouncementMessage() const { return m_AnnouncementMessage; }
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/**
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* Sets the body of an annoucement to make (reserved for GMs)
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* @param value the body of the announcement
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*/
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void SetAnnouncementMessage(const std::string& value) { m_AnnouncementMessage = value; }
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/**
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* Called when the character has loaded into a zone
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*/
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void OnZoneLoad();
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/**
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* Gets the permissions of the character, determining what actions a character may do
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* @return the permissions for this character
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*/
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ePermissionMap GetPermissionMap() const;
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/**
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* Check if this character has a certain permission
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* @param permission the ID of the permission to check for
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* @return whether the character has the specified permission
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*/
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bool HasPermission(ePermissionMap permission) const;
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/**
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* Gets all the emotes this character has unlocked so far
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* @return the emotes this character has unlocked
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*/
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const std::vector<int>& GetUnlockedEmotes() const { return m_UnlockedEmotes; }
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/**
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* Unlocks an emote, adding it to the unlocked list, also updates the state for the client
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* @param emoteID the ID of the emote to unlock
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*/
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void UnlockEmote(int emoteID);
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/**
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* Sets a flag for the character, indicating certain parts of the game that have been interacted with. Not to be
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* confused with the permissions
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* @param flagId the ID of the flag to set
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* @param value the value to set for the flag
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*/
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void SetPlayerFlag(uint32_t flagId, bool value);
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/**
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* Gets the value for a certain character flag
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* @param flagId the ID of the flag to get a value for
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* @return the value of the flag given the ID (the default is false, obviously)
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*/
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bool GetPlayerFlag(uint32_t flagId) const;
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/**
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* Notifies the character that they're now muted
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*/
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void SendMuteNotice() const;
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/**
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* Sets any flags that are meant to have been set that may not have been set due to them being
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* missing in a previous patch.
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*/
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void SetRetroactiveFlags();
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/**
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* Get the equipped items for this character, only used for character creation
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* @return the equipped items for this character on world load
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*/
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const std::vector<LOT>& GetEquippedItems() const { return m_EquippedItems; }
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/**
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* @brief Get the flying state
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* @return value of the flying state
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*/
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bool GetIsFlying() { return m_IsFlying; }
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/**
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* @brief Set the value of the flying state
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* @param isFlying the flying state
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*/
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void SetIsFlying(bool isFlying) { m_IsFlying = isFlying; }
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bool GetBillboardVisible() { return m_BillboardVisible; }
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void SetBillboardVisible(bool visible);
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User* GetParentUser() const { return m_ParentUser; }
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void _doQuickXMLDataParse() { DoQuickXMLDataParse(); }
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void _setXmlData(const std::string& xmlData) { m_XMLData = xmlData; }
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private:
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void UpdateInfoFromDatabase();
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/**
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* The ID of this character. First 32 bits of the ObjectID.
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*/
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uint32_t m_ID{};
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/**
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* The 64-bit unique ID used in the game.
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*/
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LWOOBJID m_ObjectID{ LWOOBJID_EMPTY };
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/**
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* The user that owns this character.
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*/
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User* m_ParentUser{};
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/**
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* If the character is in game, this is the entity that it represents, else nullptr.
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*/
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Entity* m_OurEntity{};
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/**
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* 0-9, the Game Master level of this character.
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*
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* @see eGameMasterLevel
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*/
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eGameMasterLevel m_GMLevel;
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/**
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* Bitmap of permission attributes this character has.
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*/
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ePermissionMap m_PermissionMap;
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/**
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* The default name of this character
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*/
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std::string m_Name;
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/**
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* The custom name of the character
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*/
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std::string m_UnapprovedName;
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/**
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* Whether the custom name of this character is rejected
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*/
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bool m_NameRejected{};
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/**
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* The current amount of coins of this character
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*/
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int64_t m_Coins{};
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/**
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* Whether the character is building
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*/
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bool m_BuildMode{};
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/**
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* The items equipped by the character on world load
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*/
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std::vector<LOT> m_EquippedItems;
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/**
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* The default shirt color of the character
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*/
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uint32_t m_ShirtColor = 0;
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/**
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* The default shirt style of the character
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*/
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uint32_t m_ShirtStyle = 0;
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/**
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* The default pants color of the character
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*/
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uint32_t m_PantsColor = 1;
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/**
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* The default hair color of the character
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*/
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uint32_t m_HairColor = 0;
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/**
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* The default hair style of the character
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*/
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uint32_t m_HairStyle = 0;
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/**
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* The eyes style of the character
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*/
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uint32_t m_Eyes = 1;
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/**
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* The eyebrow style of the character
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*/
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uint32_t m_Eyebrows = 33;
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/**
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* The mouth style of the character
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*/
|
|
uint32_t m_Mouth = 8;
|
|
|
|
/*
|
|
* The left hand ID of the character
|
|
* NOTE: This might just be client stack garbage.
|
|
*/
|
|
uint32_t m_LeftHand = 23571472;
|
|
|
|
/**
|
|
* The right hand ID of the character
|
|
* NOTE: This might just be client stack garbage.
|
|
*/
|
|
uint32_t m_RightHand = 23124164;
|
|
|
|
/**
|
|
* The emotes unlocked by this character
|
|
*/
|
|
std::vector<int> m_UnlockedEmotes;
|
|
|
|
/**
|
|
* The ID of the properties of this character
|
|
*/
|
|
uint32_t m_PropertyCloneID{};
|
|
|
|
/**
|
|
* The XML data for this character, stored as string
|
|
*/
|
|
std::string m_XMLData;
|
|
|
|
/**
|
|
* The last zone visited by the character that was not an instance zone
|
|
*/
|
|
uint32_t m_LastNonInstanceZoneID = 0;
|
|
|
|
/**
|
|
* The ID of the zone the character is currently in
|
|
*/
|
|
uint32_t m_ZoneID = 0;
|
|
|
|
/**
|
|
* The instance ID of the zone the character is currently in (for boss battles)
|
|
*/
|
|
uint32_t m_ZoneInstanceID = 0;
|
|
|
|
/**
|
|
* The clone ID of the zone the character is currently in (for properties)
|
|
*/
|
|
uint32_t m_ZoneCloneID = 0;
|
|
|
|
/**
|
|
* The last time this character logged in
|
|
*/
|
|
uint64_t m_LastLogin{};
|
|
|
|
/**
|
|
* The gameplay flags this character has (not just true values)
|
|
*/
|
|
std::unordered_map<uint32_t, uint64_t> m_PlayerFlags;
|
|
|
|
/**
|
|
* The character XML belonging to this character
|
|
*/
|
|
tinyxml2::XMLDocument m_Doc;
|
|
|
|
/**
|
|
* Title of an announcement this character made (reserved for GMs)
|
|
*/
|
|
std::string m_AnnouncementTitle;
|
|
|
|
/**
|
|
* The body of an announcement this character made (reserved for GMs)
|
|
*/
|
|
std::string m_AnnouncementMessage;
|
|
|
|
/**
|
|
* The spawn position of this character when loading in
|
|
*/
|
|
NiPoint3 m_OriginalPosition;
|
|
|
|
/**
|
|
* The spawn rotation of this character when loading in
|
|
*/
|
|
NiQuaternion m_OriginalRotation;
|
|
|
|
/**
|
|
* The respawn points of this character, per world
|
|
*/
|
|
std::map<LWOMAPID, NiPoint3> m_WorldRespawnCheckpoints;
|
|
|
|
/**
|
|
* The scene where the player will land.
|
|
* Set by the launchpad the player used to get to the current world.
|
|
*/
|
|
std::string m_TargetScene;
|
|
|
|
/**
|
|
* Bool that tracks the flying state of the user.
|
|
*/
|
|
bool m_IsFlying = false;
|
|
|
|
/**
|
|
* True if billboard (referred to as nameplate for end users) is visible, false otherwise
|
|
*/
|
|
bool m_BillboardVisible = true;
|
|
|
|
/**
|
|
* Queries the character XML and updates all the fields of this object
|
|
* NOTE: quick as there's no DB lookups
|
|
*/
|
|
void DoQuickXMLDataParse();
|
|
};
|
|
|
|
#endif // CHARACTER_H
|