DarkflameServer/dGame/Player.cpp
David Markowitz a62f6d63c6
chore: Move static Player functions and internal linkage to manager class (#1412)
* 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

* Add a player manager

Used for the static Player functions.  Further removes stuff from the Player class/file.
2024-01-13 03:40:56 -06:00

151 lines
4.1 KiB
C++

#include "Player.h"
#include <ctime>
#include "Character.h"
#include "UserManager.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "dZoneManager.h"
#include "User.h"
#include "CppScripts.h"
#include "Loot.h"
#include "eReplicaComponentType.h"
#include "PlayerManager.h"
void Player::SetGhostReferencePoint(const NiPoint3& value) {
m_GhostReferencePoint = value;
}
void Player::SetGhostOverridePoint(const NiPoint3& value) {
m_GhostOverridePoint = value;
}
void Player::SetRespawnPos(const NiPoint3& position) {
if (!m_Character) return;
m_respawnPos = position;
m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position);
}
void Player::SetRespawnRot(const NiQuaternion& rotation) {
m_respawnRot = rotation;
}
void Player::SetSystemAddress(const SystemAddress& value) {
m_SystemAddress = value;
}
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_DroppedCoins = 0;
m_GhostReferencePoint = NiPoint3::ZERO;
m_GhostOverridePoint = NiPoint3::ZERO;
m_GhostOverride = false;
int32_t initialObservedEntitiesCapacity = 256;
m_ObservedEntities.resize(initialObservedEntitiesCapacity);
m_Character->SetEntity(this);
PlayerManager::AddPlayer(this);
}
void Player::AddLimboConstruction(LWOOBJID objectId) {
const auto iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId);
if (iter == m_LimboConstructions.end()) {
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()) {
m_LimboConstructions.erase(iter);
}
}
void Player::ConstructLimboEntities() {
for (const auto& objectId : m_LimboConstructions) {
auto* entity = Game::entityManager->GetEntity(objectId);
if (!entity) continue;
Game::entityManager->ConstructEntity(entity, m_SystemAddress);
}
m_LimboConstructions.clear();
}
void Player::ObserveEntity(int32_t id) {
for (auto& observedEntity : m_ObservedEntities) {
if (observedEntity == 0 || observedEntity == id) {
observedEntity = id;
return;
}
}
m_ObservedEntities.reserve(m_ObservedEntities.size() + 1);
m_ObservedEntities.push_back(id);
}
bool Player::IsObserved(int32_t id) {
return std::find(m_ObservedEntities.begin(), m_ObservedEntities.end(), id) != m_ObservedEntities.end();
}
void Player::GhostEntity(int32_t id) {
for (auto& observedEntity : m_ObservedEntities) {
if (observedEntity == id) {
observedEntity = 0;
}
}
}
Player::~Player() {
LOG("Deleted player");
for (auto& observedEntity : m_ObservedEntities) {
if (observedEntity == 0) continue;
auto* entity = Game::entityManager->GetGhostCandidate(observedEntity);
if (!entity) continue;
entity->SetObservers(entity->GetObservers() - 1);
}
m_LimboConstructions.clear();
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if (!PlayerManager::GetPlayer(GetObjectID())) {
LOG("Unable to find player to remove from manager.");
return;
}
if (IsPlayer()) {
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> 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);
}
}
}
}
PlayerManager::RemovePlayer(this);
}