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https://github.com/DarkflameUniverse/DarkflameServer
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c83ec8228c
* 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. * chore: Move ghosting functionality to component Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers. * move to unordered_set
63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
#pragma once
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#include "Entity.h"
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/**
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* Extended Entity for player data and behavior.
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*
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* Contains properties only a player entity would require, like associated SystemAddress and User.
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*
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* Keeps track of which entities are observed by this user for ghosting.
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*/
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class Player final : public Entity
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{
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public:
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explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
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/**
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* Getters
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*/
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User* GetParentUser() const override { return m_ParentUser; };
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const SystemAddress& GetSystemAddress() const override { return m_SystemAddress; };
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const NiPoint3& GetRespawnPosition() const override { return m_respawnPos; };
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const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
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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 SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
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void SetSystemAddress(const SystemAddress& value) override;
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void SetRespawnPos(const NiPoint3& position) override;
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void SetRespawnRot(const NiQuaternion& rotation) override;
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/**
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* Ghosting
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*/
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~Player() override;
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private:
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SystemAddress m_SystemAddress;
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NiPoint3 m_respawnPos;
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NiQuaternion m_respawnRot;
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User* m_ParentUser;
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std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
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uint64_t m_DroppedCoins;
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};
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