mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
677 lines
17 KiB
C++
677 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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tinyxml2::XMLDocument* GetXMLDoc() const { return 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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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;
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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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/**
|
|
* The mouth style of the character
|
|
*/
|
|
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
|