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

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#ifndef _CELL_H
#define _CELL_H
#include <stdint.h>
#include "Forwards.h"
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#include <set>
namespace Core {
typedef std::set< Entity::ActorPtr > ActorSet;
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class Cell
{
friend class Zone;
private:
bool m_bForcedActive;
uint16_t m_posX;
uint16_t m_posY;
ActorSet m_actors;
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bool m_bActive;
bool m_bLoaded;
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bool m_bUnloadPending;
uint16_t m_playerCount;
ZonePtr m_pZone;
public:
Cell();
~Cell();
void init( uint32_t x, uint32_t y, ZonePtr pZone );
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void addActor( Entity::ActorPtr pAct );
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void removeActor( Entity::ActorPtr pAct );
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bool hasActor( Entity::ActorPtr pAct )
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{
return ( m_actors.find(pAct) != m_actors.end() );
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}
bool hasPlayers() const
{
return ((m_playerCount > 0) ? true : false);
}
size_t getActorCount() const
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{
return m_actors.size();
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}
void removeActors();
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ActorSet::iterator begin()
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{
return m_actors.begin();
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}
ActorSet::iterator end()
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{
return m_actors.end();
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}
void setActivity(bool state);
bool isActive() const
{
return m_bActive;
}
bool isLoaded() const
{
return m_bLoaded;
}
uint32_t getPlayerCount() const
{
return m_playerCount;
}
bool isUnloadPending() const
{
return m_bUnloadPending;
}
void setUnloadPending(bool up)
{
m_bUnloadPending = up;
}
void queueUnloadPending();
void cancelPendingUnload();
void unload();
void setPermanentActivity(bool val)
{
m_bForcedActive = val;
}
bool isForcedActive() const
{
return m_bForcedActive;
}
uint16_t getPosX() const
{
return m_posX;
}
uint16_t getPosY() const
{
return m_posY;
}
};
}
#endif