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sapphire/src/world/Territory/Territory.h
Mordred 5d353de158 Action logic rework #1
statuseffects and autoattack still on the todo list
2023-03-10 17:32:52 +01:00

202 lines
5.5 KiB
C++

#ifndef _ZONE_H
#define _ZONE_H
#include <unordered_map>
#include <Common.h>
#include "Cell.h"
#include "CellHandler.h"
#include "ForwardsZone.h"
#include <set>
#include <map>
#include <memory>
#include <cstdio>
#include <cstring>
#include <Exd/Structs.h>
namespace Sapphire
{
using FestivalPair = std::pair< uint16_t, uint16_t >;
namespace Data
{
struct InstanceContent;
struct TerritoryType;
}
struct SpawnInfo
{
std::shared_ptr< Entity::BNpc > bnpcPtr;
std::shared_ptr< Common::BNPCInstanceObject > infoPtr;
uint32_t lastSpawn;
uint32_t timeOfDeath;
};
class Territory : public CellHandler< Cell >, public std::enable_shared_from_this< Territory >
{
protected:
uint32_t m_territoryTypeId;
uint32_t m_guId;
std::string m_placeName;
std::string m_internalName;
std::string m_bgPath;
std::unordered_map< uint32_t, Entity::PlayerPtr > m_playerMap;
std::unordered_map< uint32_t, Entity::BNpcPtr > m_bNpcMap;
std::unordered_map< uint32_t, Entity::EventObjectPtr > m_eventObjects;
std::unordered_map< uint32_t, std::shared_ptr< Common::BNPCInstanceObject > > m_bNpcBaseMap;
Common::Weather m_currentWeather;
Common::Weather m_weatherOverride;
std::map< uint8_t, int32_t > m_weatherRateMap;
uint64_t m_lastMobUpdate;
uint64_t m_lastUpdate{};
uint64_t m_lastActivityTime{};
FestivalPair m_currentFestival;
std::shared_ptr< Excel::ExcelStruct< Excel::TerritoryType > > m_territoryTypeInfo;
uint32_t m_nextEObjId;
uint32_t m_nextActorId;
std::vector< SpawnInfo > m_spawnInfo;
uint32_t m_effectCounter{};
std::shared_ptr< World::Navi::NaviProvider > m_pNaviProvider;
Common::TerritoryIdent m_ident;
float m_inRangeDistance;
public:
Territory();
Territory( uint16_t territoryTypeId, uint32_t guId, const std::string& internalName, const std::string& placeName );
virtual ~Territory();
const Common::TerritoryIdent& getTerritoryIdent() const;
/*! overrides the zone's weather, set to 0 to unlock */
void setWeatherOverride( Common::Weather weather );
Common::Weather getCurrentWeather() const;
const FestivalPair& getCurrentFestival() const;
void setCurrentFestival( uint16_t festivalId, uint16_t additionalFestivalId = 0 );
std::shared_ptr< Excel::ExcelStruct< Excel::TerritoryType > > getTerritoryTypeInfo() const;
uint64_t getLastActivityTime() const;
virtual bool init();
virtual uint32_t getTerritoryTypeId() const;
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 onDirectorSync( Entity::Player& player ) {};
virtual void onLeaveTerritory( Entity::Player& player );
virtual void onUpdate( uint64_t tickCount );
virtual void onAddEObj( Entity::EventObjectPtr object ) {};
virtual void onEnterTerritory( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 );
virtual void onEventHandlerOrder( Entity::Player& player, uint32_t arg0, uint32_t arg1, uint32_t arg2,
uint32_t arg3, uint32_t arg4 );
virtual float getInRangeDistance();
Common::Weather getNextWeather();
void pushActor( const Entity::GameObjectPtr& pActor );
void removeActor( const Entity::GameObjectPtr &pActor );
void updateActorPosition( Entity::GameObject& pActor );
bool isCellActive( uint32_t x, uint32_t y );
void updateCellActivity( uint32_t x, uint32_t y, int32_t radius );
void updateInRangeSet( Entity::GameObjectPtr pActor, CellPtr pCell );
void queuePacketForRange( Entity::Player& sourcePlayer, float range,
Network::Packets::FFXIVPacketBasePtr pPacketEntry );
void queuePacketForZone( Entity::Player& sourcePlayer, Network::Packets::FFXIVPacketBasePtr pPacketEntry,
bool forSelf = false );
uint32_t getGuId() const;
uint32_t getNextEObjId();
uint32_t getNextActorId();
const std::string& getName() const;
const std::string& getInternalName() const;
const std::string& getBgPath() const;
std::size_t getPopCount() const;
void loadWeatherRates();
bool loadBNpcs();
bool checkWeather();
virtual void updateBNpcs( uint64_t tickCount );
bool update( uint64_t tickCount );
void updateSessions( uint64_t tickCount, bool changedWeather );
Entity::EventObjectPtr addEObj( const std::string& name, uint32_t objectId, uint32_t mapLink, uint32_t instanceId,
uint8_t state, Common::FFXIVARR_POSITION3 pos, float scale,
float rotation, uint8_t permissionInv );
void addEObj( Entity::EventObjectPtr object );
Entity::BNpcPtr createBNpcFromLayoutId( uint32_t levelId, uint32_t hp, Common::BNpcType bnpcType, uint32_t triggerOwnerId = 0 );
Entity::BNpcPtr getActiveBNpcByEntityId( uint32_t entityId );
Entity::BNpcPtr getActiveBNpcByLayoutId( uint32_t instanceId );
Entity::BNpcPtr getActiveBNpcByLayoutIdAndTriggerOwner( uint32_t instanceId, uint32_t triggerOwnerId );
Entity::EventObjectPtr getEObj( uint32_t objId );
InstanceContentPtr getAsInstanceContent();
QuestBattlePtr getAsQuestBattle();
void updateSpawnPoints();
uint32_t getNextActionResultId();
std::shared_ptr< World::Navi::NaviProvider > getNaviProvider();
};
}
#endif