DarkflameServer/dZoneManager/dZoneManager.h

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#pragma once
#include "dZMCommon.h"
#include "Zone.h"
#include "Spawner.h"
#include <map>
class WorldConfig;
class dZoneManager {
public:
enum class dZoneNotifier {
SpawnedObjectDestroyed,
SpawnedChildObjectDestroyed, //Used for when an object (like a stromling) needs to notify the spawner to respawn a new enemy.
ReloadZone, //Forces the server and all connects clients to reload the map
UserJoined,
UserMoved,
PrintAllGameObjects, //Using this is a BAD idea in production
InvalidNotifier
};
private:
/**
* Reads the WorldConfig from the CDClientDatabase into memory
*/
void LoadWorldConfig();
public:
void Initialize(const LWOZONEID& zoneID);
~dZoneManager();
Zone* GetZone(); //Gets a pointer to the currently loaded zone.
void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
void NotifyZone(const dZoneNotifier& notifier, const LWOOBJID& objectID); //Notifies the zone of a certain event or command.
void AddSpawner(LWOOBJID id, Spawner* spawner);
LWOZONEID GetZoneID() const;
LWOOBJID MakeSpawner(SpawnerInfo info);
Spawner* GetSpawner(LWOOBJID id);
void RemoveSpawner(LWOOBJID id);
std::vector<Spawner*> GetSpawnersByName(std::string spawnerName);
std::vector<Spawner*> GetSpawnersInGroup(std::string group);
void Update(float deltaTime);
Entity* GetZoneControlObject() { return m_ZoneControlObject; }
bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
uint32_t GetUniqueMissionIdStartingValue();
bool CheckIfAccessibleZone(LWOMAPID zoneID);
// The world config should not be modified by a caller.
const WorldConfig* GetWorldConfig() {
if (!m_WorldConfig) LoadWorldConfig();
return m_WorldConfig;
};
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private:
/**
* The starting unique mission ID.
*/
uint32_t m_UniqueMissionIdStart = 0;
Zone* m_pZone = nullptr;
LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath; //Do players drop coins in this zone when smashed
std::map<LWOOBJID, Spawner*> m_Spawners;
WorldConfig* m_WorldConfig = nullptr;
Entity* m_ZoneControlObject = nullptr;
};