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sapphire/src/servers/sapphire_zone/Zone/Zone.h

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#ifndef _ZONE_H
#define _ZONE_H
#include <unordered_map>
#include <common/Common.h>
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#include "Cell.h"
#include "CellHandler.h"
#include "Actor/InstanceObject.h"
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#include "Forwards.h"
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#include <set>
#include <boost/enable_shared_from_this.hpp>
#include <stdio.h>
#include <string.h>
#include <common/Exd/ExdDataGenerated.h>
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namespace Core {
class Session;
class ZonePosition;
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using SessionSet = std::set< SessionPtr >;
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class Zone : public CellHandler< Cell >, public boost::enable_shared_from_this< Zone >
{
protected:
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uint32_t m_territoryId;
uint32_t m_guId;
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std::string m_placeName;
std::string m_internalName;
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std::unordered_map< int32_t, Entity::PlayerPtr > m_playerMap;
std::unordered_map< int32_t, Entity::BattleNpcPtr > m_BattleNpcMap;
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std::unordered_map< int32_t, Entity::EventNpcPtr > m_EventNpcMap;
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std::set< Entity::BattleNpcPtr > m_BattleNpcDeadMap;
SessionSet m_sessionSet;
CellCache** m_pCellCache[_sizeX];
uint8_t m_currentWeather;
uint8_t m_weatherOverride;
uint64_t m_lastMobUpdate;
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uint16_t m_currentFestivalId;
boost::shared_ptr< Data::TerritoryType > m_territoryTypeInfo;
std::map< uint8_t, int32_t> m_weatherRateMap;
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std::unordered_map< uint32_t, Core::Entity::InstanceObjectPtr > m_instanceObjects;
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public:
Zone();
Zone( uint16_t territoryId, uint32_t guId, const std::string& internalName, const std::string& placeName );
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virtual ~Zone();
bool init();
/*! overrides the zone's weather, set to 0 to unlock */
void setWeatherOverride( uint8_t weather );
uint8_t getCurrentWeather() const;
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uint16_t getCurrentFestival() const;
void setCurrentFestival( uint16_t festivalId );
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CellCache* getCellCacheList( uint32_t cellx, uint32_t celly );
CellCache* getCellCacheAndCreate( uint32_t cellx, uint32_t celly );
virtual void loadCellCache();
virtual uint32_t getTerritoryId() const;
virtual void onEnterTerritory( Entity::Player& player );
virtual void onFinishLoading( Entity::Player& player );
virtual void onInitDirector( Entity::Player& player );
virtual void onLeaveTerritory( Entity::Player& player );
virtual void onUpdate( uint32_t currTime );
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uint8_t getNextWeather();
void pushActor( Entity::ActorPtr pActor );
void removeActor( Entity::ActorPtr pActor );
void changeActorPosition( Entity::Actor& pActor );
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bool isCellActive( uint32_t x, uint32_t y );
void updateCellActivity( uint32_t x, uint32_t y, int32_t radius );
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void updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell );
void queueOutPacketForRange( Entity::Player& sourcePlayer, uint32_t range, Network::Packets::GamePacketPtr pPacketEntry );
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uint32_t getGuId() const;
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const std::string& getName() const;
const std::string& getInternalName() const;
std::size_t getPopCount() const;
bool checkWeather();
void updateBnpcs( int64_t tickCount );
bool update( uint32_t currTime );
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void registerInstanceObj( Entity::InstanceObjectPtr object );
Entity::InstanceObjectPtr getInstanceObject( uint32_t objId );
void updateInstanceObj( Entity::InstanceObjectPtr object );
InstanceContentPtr getAsInstanceContent();
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};
}
#endif