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58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
#ifndef _PLAYERSTATE_H
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#define _PLAYERSTATE_H
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#include <src/servers/Server_Common/Network/GamePacketNew.h>
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#include "src/servers/Server_Zone/Actor/Player.h"
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#include "src/servers/Server_Zone/Forwards.h"
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namespace Core {
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namespace Network {
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namespace Packets {
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namespace Server {
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/**
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* @brief Packet sent to set a players state, this impacts which actions he can perform.
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*/
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class PlayerStateFlagsPacket :
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public ZoneChannelPacket< FFXIVIpcPlayerStateFlags >
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{
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public:
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PlayerStateFlagsPacket( Entity::Player& player ) :
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ZoneChannelPacket< FFXIVIpcPlayerStateFlags >( player.getId(), player.getId() )
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{
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initialize( player.getStateFlags() );
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}
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PlayerStateFlagsPacket( Entity::Player& player, std::vector< Common::PlayerStateFlag > flags ) :
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ZoneChannelPacket< FFXIVIpcPlayerStateFlags >( player.getId(), player.getId() )
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{
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uint8_t newFlags[7];
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memset( newFlags, 0, 7 );
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for( auto& flag : flags )
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{
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int32_t iFlag = static_cast< uint32_t >( flag );
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uint8_t index = iFlag / 8;
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uint8_t bitIndex = iFlag % 8;
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uint8_t value = 1 << bitIndex;
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newFlags[index] |= value;
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}
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initialize( newFlags );
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}
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private:
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void initialize( const uint8_t* flags )
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{
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memcpy( m_data.flags, flags, 7 );
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};
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};
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}
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}
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}
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}
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#endif /*_PLAYERSTATE_H*/
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