using System; using System.Threading; using System.Collections; using Holo.Managers; using Holo.Virtual.Rooms; using Ion.Storage; using System.Text; namespace Holo.Virtual.Users { /// /// Represents a virtual user in a virtual room. /// public class virtualRoomUser { /// /// The database ID of the user. /// internal int userID; /// /// The ID of the virtual room where the user is in. /// internal int roomID; /// /// The ID of the user in the virtual room. /// internal int roomUID; /// /// The X position of the user in the virtual room. /// internal int X; /// /// The Y position of the user in the virtual room. /// internal int Y; /// /// The height of the user in the virtual room. /// internal double H; /// /// The rotation of the user's head in the virtual room. /// internal byte Z1; /// /// The rotation of the user's body in the virtual room. /// internal byte Z2; /// /// The X position where the user wants to walk to. If not walking, -1. /// internal int goalX; /// /// The Y position where the user wants to walk to. If not walking, -1. /// internal int goalY; /// /// Specifies if the user can walk. /// internal bool walkLock; /// /// Specifies if the user is on his way of leaving the room after clicking the door. /// internal bool walkDoor; /// /// Guestroom only. Specifies if the user has voted on the guestroom already. /// internal bool hasVoted; /// The room user ID (rUID) of the virtual user where this virtual user is currently trading items with. If not trading, then this value is -1. /// internal int _tradePartnerRoomUID = -1; /// /// Swimming pools only. Specifies the swimming pool outfit. /// internal string swimOutfit; /// /// Gamelobbies only. Specifies the amount of gamepoints that this user has for the game in the current gamelobby. /// internal int gamePoints; /// /// Is person diving or not? /// internal bool Diving = true; /// /// not used yet, for the queue /// internal bool InQueue = false; /// /// The parent virtual user of this room user. /// internal virtualUser User; /// /// The status manager of this room user. /// internal virtualRoomUserStatusManager statusManager; /// /// Indicates if the room user is currently typing a chat message. /// internal bool isTyping; /// /// Indicates if the room user is able to use the special teleport cast, which allows him to teleport around the room. /// internal bool SPECIAL_TELEPORTABLE = false; private delegate void walkSleepPointer(); /// /// Initializes a virtual room user. /// /// The database ID of the virtual user of this room user object. /// The database ID of the room where the room user is in. /// The ID that identifies the room user in the virtual room. /// The parent vittual user of this room user. /// The status manager of this room user. internal virtualRoomUser(int userID, int roomID, int roomUID, virtualUser User, virtualRoomUserStatusManager statusManager) { this.userID = userID; this.roomID = roomID; this.roomUID = roomUID; this.User = User; this.statusManager = statusManager; } /// /// The virtualRoom object that represents the room where this room user is in. /// internal virtualRoom Room { get { return roomManager.getRoom(roomID); } } /// /// Refreshes the status of this room user in the virtual room. /// internal void Refresh() { if (this != null && Room != null) Room.Refresh(this); } /// /// Returns the details string for this room user, containing username etc. /// /// Returns the action string for this room user, containing position, movements, statuses etc. /// internal string statusString { get { return Encoding.encodeVL64(roomUID) + Encoding.encodeVL64(X) + Encoding.encodeVL64(Y) + "0.0" + Convert.ToChar(2) + Encoding.encodeVL64(Z1) + Encoding.encodeVL64(Z2) + "/" + statusManager.ToString() + "/"; //return "I" + Encoding.encodeVL64(roomUID) + Encoding.encodeVL64(X) + Encoding.encodeVL64(Y) + H.ToString().Replace(",", ".") + Convert.ToChar(2) + Encoding.encodeVL64(Z1) + Encoding.encodeVL64(Z2) + "/" + statusManager.ToString(); } } } }