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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 "Forwards.h"
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#include <set>
#include <map>
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#include <boost/enable_shared_from_this.hpp>
#include <stdio.h>
#include <string.h>
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namespace Core {
class Session;
class ZonePosition;
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using SessionSet = std::set< SessionPtr >;
namespace Data
{
struct InstanceContent;
struct TerritoryType;
}
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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;
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std::unordered_map< int32_t, Entity::EventObjectPtr > m_eventObjects;
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SessionSet m_sessionSet;
Common::Weather m_currentWeather;
Common::Weather m_weatherOverride;
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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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uint32_t m_nextEObjId;
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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();
/*! overrides the zone's weather, set to 0 to unlock */
void setWeatherOverride( Common::Weather weather );
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Common::Weather getCurrentWeather() const;
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uint16_t getCurrentFestival() const;
void setCurrentFestival( uint16_t festivalId );
virtual bool init();
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virtual void loadCellCache();
virtual uint32_t getTerritoryId() const;
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virtual void onBeforePlayerZoneIn( Entity::Player &player ) {};
virtual void onPlayerZoneIn( 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 );
virtual void onRegisterEObj( Entity::EventObjectPtr object ) {};
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virtual void onEnterTerritory( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 );
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Common::Weather getNextWeather();
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void pushActor( Entity::ActorPtr pActor );
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void removeActor( Entity::ActorPtr pActor );
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void updateActorPosition( 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 );
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void queueOutPacketForRange( Entity::Player& sourcePlayer, uint32_t range, Network::Packets::GamePacketPtr pPacketEntry );
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uint32_t getGuId() const;
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uint32_t getNextEObjId();
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const std::string& getName() const;
const std::string& getInternalName() const;
std::size_t getPopCount() const;
void loadWeatherRates();
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bool checkWeather();
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//void updateBnpcs( int64_t tickCount );
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bool update( uint32_t currTime );
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void updateSessions( bool changedWeather );
Entity::EventObjectPtr registerEObj( const std::string& name, uint32_t objectId, uint32_t mapLink,
uint8_t state, Common::FFXIVARR_POSITION3 pos, float scale, float rotation );
void registerEObj( Entity::EventObjectPtr object );
Entity::EventObjectPtr getEObj( uint32_t objId );
InstanceContentPtr getAsInstanceContent();
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};
}
#endif