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64
l2packets/l2world/L2Object.h
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64
l2packets/l2world/L2Object.h
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#ifndef H_L2OBJECT
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#define H_L2OBJECT
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#include "../L2_versions.h"
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/** \class L2Object
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Every object has its objectID and can also have its coordinates in L2World
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*/
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class L2Object
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{
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public:
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/** L2Object default constructor
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*/
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L2Object(): x(0), y(0), z(0), objectID(0) {}
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/** L2Object copy constructor
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* \param other copy source
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*/
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L2Object( const L2Object& other );
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/** Assigns this->x,y,z,objectID to other's x,y,z,objectID
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* \param other copy source
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* \return reference to this object
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*/
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virtual const L2Object& operator=( const L2Object& other );
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/** Compares objectIDs
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* \param other object to compare with
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* \return true, if objects are equal (equal objectIDs)
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*/
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virtual bool operator==( const L2Object& other );
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/** Destructor calls setUnused()
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* \see setUnused
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*/
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virtual ~L2Object();
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public:
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/** Sets object coordinates in world
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* \param sx, sy, sz - new coordinates
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* \return none
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*/
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virtual void setXYZ( int sx, int sy, int sz ) { x = sx; y = sy; z = sz; }
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public:
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/** Test objectID
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* \return 1, if objectID == 0; 0 if objectID is nonzero.
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*/
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virtual int isUnused() const { return (objectID == 0); }
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/** Initializes object's state, zeroes all members (sets coords to 0, objectID to 0)
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* \return none
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*/
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virtual void setUnused() { objectID = 0; x = 0; y = 0; z = 0; }
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public:
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/** object's X coordinate */
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int x;
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/** object's Y coordinate */
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int y;
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/** object's Z coordinate */
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int z;
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/** objectID is unique in game world */
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unsigned int objectID;
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};
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#endif
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