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139 lines
3 KiB
C++
139 lines
3 KiB
C++
#ifndef _GAME_OBJECT_H_
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#define _GAME_OBJECT_H_
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#include <Common.h>
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#include <memory>
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#include "ForwardsZone.h"
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#include <set>
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#include <map>
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#include <queue>
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namespace Sapphire::Entity
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{
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/*!
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\class GameObject
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\brief Base class for all actor/objects
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*/
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class Actor : public std::enable_shared_from_this< Actor >
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{
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protected:
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/*! Position of the object */
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Common::FFXIVARR_POSITION3 m_pos;
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/*! Rotation of the object */
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float m_rot;
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/*! Id of the actor */
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uint32_t m_id;
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/*! Type of the actor */
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Common::ObjKind m_objKind;
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/*! Id of the zone the actor currently is in */
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uint32_t m_territoryTypeId;
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/*! Ptr to the ZoneObj the actor belongs to */
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ZonePtr m_pCurrentZone;
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/*! list of various actors in range */
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std::set< ActorPtr > m_inRangeActor;
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std::set< PlayerPtr > m_inRangePlayers;
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std::set< BNpcPtr > m_inRangeBNpc;
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/*! Parent cell in the zone */
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Sapphire::Cell* m_pCell;
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public:
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explicit Actor( Common::ObjKind type );
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virtual ~Actor() {};
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virtual void spawn( PlayerPtr pTarget ) {}
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virtual void despawn( PlayerPtr pTarget ) {}
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uint32_t getId() const;
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void setId( uint32_t id );
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Common::ObjKind getObjKind() const;
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Common::FFXIVARR_POSITION3& getPos();
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void setPos( const Common::FFXIVARR_POSITION3& pos );
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void setPos( float x, float y, float z );
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float getRot() const;
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void setRot( float rot );
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bool isChara() const;
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bool isPlayer() const;
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bool isEventNpc() const;
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bool isBattleNpc() const;
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bool isRetainer() const;
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bool isCompanion() const;
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bool isEventObj() const;
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bool isHousingEventObj() const;
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bool isAetheryte() const;
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///// IN RANGE LOGIC ///////////////////////////////
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virtual void onRemoveInRangeActor( Actor& pActor ) {}
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// check if another actor is in the actors in range set
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bool isInRangeSet( ActorPtr pActor ) const;
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ActorPtr getClosestActor();
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void sendToInRangeSet( Network::Packets::FFXIVPacketBasePtr pPacket, bool bToSelf = false );
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// add an actor to in range set
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void addInRangeActor( ActorPtr pActor );
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// remove an actor from the in range set
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void removeInRangeActor( Actor& actor );
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// return true if there is at least one actor in the in range set
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bool hasInRangeActor() const;
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void removeFromInRange();
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// clear the whole in range set, this does no cleanup
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virtual void clearInRangeSet();
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std::set< ActorPtr > getInRangeActors( bool includeSelf = false );
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////////////////////////////////////////////////////
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CharaPtr getAsChara();
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PlayerPtr getAsPlayer();
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EventObjectPtr getAsEventObj();
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BNpcPtr getAsBNpc();
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ZonePtr getCurrentZone() const;
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void setCurrentZone( ZonePtr currZone );
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InstanceContentPtr getCurrentInstance() const;
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// get the current cell of a region the actor is in
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Cell* getCellPtr();
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// set the current cell
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void setCell( Cell* pCell );
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};
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}
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#endif
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