DarkflameServer/dGame/Player.h
David Markowitz d3eb5a56d9 chore: Move ghosting functionality to component
Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers.
2024-01-12 22:56:03 -08:00

63 lines
1.4 KiB
C++

#pragma once
#include "Entity.h"
/**
* Extended Entity for player data and behavior.
*
* Contains properties only a player entity would require, like associated SystemAddress and User.
*
* Keeps track of which entities are observed by this user for ghosting.
*/
class Player final : public Entity
{
public:
explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
/**
* Getters
*/
User* GetParentUser() const override { return m_ParentUser; };
const SystemAddress& GetSystemAddress() const override { return m_SystemAddress; };
const NiPoint3& GetRespawnPosition() const override { return m_respawnPos; };
const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
/**
* Setters
*/
void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
void SetSystemAddress(const SystemAddress& value) override;
void SetRespawnPos(const NiPoint3& position) override;
void SetRespawnRot(const NiQuaternion& rotation) override;
/**
* Ghosting
*/
~Player() override;
private:
SystemAddress m_SystemAddress;
NiPoint3 m_respawnPos;
NiQuaternion m_respawnRot;
User* m_ParentUser;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
uint64_t m_DroppedCoins;
};