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/*
core/player.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2.
*/
#ifndef __INCLUDED_CORE_PLAYER_H__
#define __INCLUDED_CORE_PLAYER_H__
namespace core
{
class Player;
}
#include "core/entity.h"
#include "core/message.h"
#include "core/uid.h"
#include "core/zone.h"
#include "core/netclient.h"
#include "core/reputation.h"
#include "math/mathlib.h"
#include <string>
#include <list>
namespace core
{
/// a player in the game
class Player
{
public:
/// default constructor
Player(NetClient *client);
/// default destructor
~Player();
/*----- inspectors ------------------------------------------------ */
/// id of the player
inline const int id() const {
return player_id;
}
/// name of the player
inline const std::string & name() const {
return player_name;
}
/// dirty flag
inline const bool dirty() const {
return player_dirty;
}
/// the entity the Player is currently controling
inline EntityControlable *control() const {
return player_control;
}
/// the zone the player is currently in
inline Zone *zone() const {
return player_zone;
}
/// set the zone the player is currently in
void set_zone(Zone *zone);
inline const bool zonechange() const {
return player_zonechange;
}
/// player primary color
inline const math::Color & color() const {
return player_color;
}
/// player secondary color
inline const math::Color & color_second() const {
return player_color_second;
}
/// player has been muted by admin or console
inline const bool mute() const {
return player_mute;
}
inline const std::string &rconpassword() const {
return player_rconpassword;
}
/// mission target
inline Entity *mission_target() {
return player_mission_target;
}
/// view
inline Entity *view() {
return player_view;
}
/// credits
inline long credits() const {
return player_credits;
}
/// network ping
inline long ping() const {
return player_ping;
}
/// returns true of the player has enough credits to pay amount
inline bool has_credits(const long amount) const {
return (player_credits >= amount);
}
/// print player info to console
void print() const;
/// player level
inline const int level() const
{
return player_level;
}
/// player admin level
inline const int admin_level() const
{
return player_admin_level;
}
/// player global unique id
inline UID & guid()
{
return player_guid;
}
/// network client associated with this player
inline NetClient *client()
{
return player_client;
}
/**
* @brief player reputation
* */
inline Reputation & reputation()
{
return player_reputation;
}
/**
* @brief player reputation with a specific faction
* */
inline const float reputation(const Info *faction) const
{
return player_reputation.reputation(faction);
}
/**
* @brief number of NPCs the player killed
* */
inline const long npckills() const
{
return player_npckills;
}
/**
* @brief number of other players the player killed
* */
inline const long pvpkills() const
{
return player_pvpkills;
}
/**
* @brief amount of time the player has previously spent in the game
* */
inline const long time_wasted() const
{
return player_time_wasted;
}
/**
* @brief timestamp of the the moment the player joined the game
* */
inline const long time_joined() const
{
return player_time_joined;
}
/*----- server-side mesage functions ------------------------------ */
/// send a message to the player on one of the message channels
void message(core::Message::Channel channel, const std::string text);
/// send a text message
void send(const std::string text);
/// send a sound for the client to play
void sound(const std::string name);
/*----- mutators -------------------------------------------------- */
/// serialize player info to a stream
void serialize_server_update(std::ostream & os) const;
/// receive player info from a stream
void receive_server_update(std::istream &is);
/// serialize player info to a stream
void serialize_client_update(std::ostream & os);
/// receive player info from a stream
void receive_client_update(std::istream &is);
/// serialize short player info to a stream
void serialize_short_server_update(std::ostream & os) const;
/// receive short player info from a stream
void receive_short_server_update(std::istream &is);
/// clear all the data
void clear();
/// clear assets
void clear_assets();
/// add an asset
void add_asset(EntityControlable *entity);
/// remove an asset
void remove_asset(EntityControlable *entity);
/// remove an asset
void remove_asset(unsigned int id);
/// update player info from client variables
void update_info();
/**
* @brief set the entity the player is currenty controlling
* This will automaticly set zone() to the zone the entity is in
*/
void set_control(EntityControlable *entitycontrolable);
/// set mission target
void set_mission_target(Entity *new_mission_target);
/// set the current view
void set_view(Entity *view);
/// set the amount of credits the players has
void set_credits(const long amount);
/// set the amount of time the player has previously spent in the game
void set_time_wasted(const long time_wasted);
/// set the timestamp the player joined to the current server time
void set_time_joined();
/**
* @brief add an amount to the player's credits
* @param amount the amount of credits to add, can be negative
*/
void add_credits(const long amount);
/**
* @brief set the player's network ping
*/
void set_ping(const long ping);
/// set the player level
void set_level(const int level);
/// set the admin level
void set_admin_level(const int admin_level);
void set_guid(const std::string & guid);
/// set the dirty bit
inline void set_dirty(const bool dirty = true) {
player_dirty = dirty;
}
/// set the zonechange bit
inline void set_zonechange(const bool dirty = true) {
player_zonechange = dirty;
}
/**
* @brief set the number of NPCs the player killed
* */
void set_npckills(const long kills);
/**
* @brief set the number of other players the player killed
* */
void set_pvpkills(const long kills);
/* -- should actually not be public --*/
/// id of the player
int player_id;
/// name of the player
std::string player_name;
/// player primary color
math::Color player_color;
/// player secondary color
math::Color player_color_second;
/// player is muted by admin
bool player_mute;
std::list<EntityControlable *> assets;
private:
// associated network client
NetClient *player_client;
// entity the Player is currently controling
EntityControlable *player_control;
// entity the Player is currently looking at
Entity *player_view;
// current mission target
Entity *player_mission_target;
// the zone the player is currently in
Zone *player_zone;
long player_credits;
// in-game level
int player_level;
long player_ping;
std::string player_rconpassword;
int player_admin_level;
// global unique id
UID player_guid;
// dirty bit
bool player_dirty;
// bit to indicate zone has changed
bool player_zonechange;
float player_warningtime;
Reputation player_reputation;
long player_npckills;
long player_pvpkills;
unsigned long player_time_wasted;
unsigned long player_time_joined;
};
}
#endif // __INCLUDED_CORE_PLAYER_H__
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