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128 lines
2.1 KiB
C++
128 lines
2.1 KiB
C++
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#ifndef _CELL_H
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#define _CELL_H
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#include <stdint.h>
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#include "Forwards.h"
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#include <set>
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namespace Core {
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struct CellCache
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{
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std::vector< Entity::BattleNpcPtr > battleNpcCache;
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};
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typedef std::set< Entity::ActorPtr > ActorSet;
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class Cell
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{
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friend class Zone;
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private:
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bool m_bForcedActive;
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uint16_t m_posX;
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uint16_t m_posY;
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ActorSet m_actors;
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bool m_bActive;
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bool m_bLoaded;
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bool m_bUnloadPending;
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uint16_t m_playerCount;
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ZonePtr m_pZone;
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public:
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Cell();
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~Cell();
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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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void loadActors(CellCache* pCC);
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bool hasActor(Entity::ActorPtr pAct)
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{
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return (m_actors.find(pAct) != m_actors.end());
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}
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bool hasPlayers() const
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{
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return ((m_playerCount > 0) ? true : false);
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}
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size_t getActorCount() const
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{
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return m_actors.size();
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}
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void removeActors();
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ActorSet::iterator begin()
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{
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return m_actors.begin();
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}
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ActorSet::iterator end()
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{
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return m_actors.end();
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}
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void setActivity(bool state);
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bool isActive() const
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{
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return m_bActive;
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}
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bool isLoaded() const
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{
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return m_bLoaded;
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}
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uint32_t getPlayerCount() const
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{
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return m_playerCount;
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}
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bool isUnloadPending() const
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{
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return m_bUnloadPending;
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}
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void setUnloadPending(bool up)
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{
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m_bUnloadPending = up;
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}
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void queueUnloadPending();
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void cancelPendingUnload();
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void unload();
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void setPermanentActivity(bool val)
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{
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m_bForcedActive = val;
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}
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bool isForcedActive() const
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{
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return m_bForcedActive;
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}
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uint16_t getPosX() const
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{
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return m_posX;
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}
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uint16_t getPosY() const
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{
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return m_posY;
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}
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};
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}
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#endif
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