#pragma once #include "Player.hpp" #include "CNProtocol.hpp" #include "CNStructs.hpp" #include "CNShardServer.hpp" #include #include struct WarpLocation; struct PlayerView { std::list viewable; std::list viewableNPCs; Player *plr; time_t lastHeartbeat; }; namespace PlayerManager { extern std::map players; void init(); void addPlayer(CNSocket* key, Player plr); void removePlayer(CNSocket* key); void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z); void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle); std::list getNearbyPlayers(int X, int Y, int dist); void enterPlayer(CNSocket* sock, CNPacketData* data); void loadPlayer(CNSocket* sock, CNPacketData* data); void movePlayer(CNSocket* sock, CNPacketData* data); void stopPlayer(CNSocket* sock, CNPacketData* data); void jumpPlayer(CNSocket* sock, CNPacketData* data); void jumppadPlayer(CNSocket* sock, CNPacketData* data); void launchPlayer(CNSocket* sock, CNPacketData* data); void ziplinePlayer(CNSocket* sock, CNPacketData* data); void movePlatformPlayer(CNSocket* sock, CNPacketData* data); void moveSlopePlayer(CNSocket* sock, CNPacketData* data); void gotoPlayer(CNSocket* sock, CNPacketData* data); void setSpecialPlayer(CNSocket* sock, CNPacketData* data); void heartbeatPlayer(CNSocket* sock, CNPacketData* data); void revivePlayer(CNSocket* sock, CNPacketData* data); void exitGame(CNSocket* sock, CNPacketData* data); void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data); void changePlayerGuide(CNSocket *sock, CNPacketData *data); void enterPlayerVehicle(CNSocket* sock, CNPacketData* data); void exitPlayerVehicle(CNSocket* sock, CNPacketData* data); Player *getPlayer(CNSocket* key); WarpLocation getRespawnPoint(Player *plr); bool isAccountInUse(int accountId); void exitDuplicate(int accountId); }