Files
DarkflameServer/dZoneManager/dZoneManager.h
Aaron Kimbrell 2d7b5cca13 refactor(spawner): the spawner object's SpawnerComponent owns its spawner
The zone manager keeps an index of spawners by object ID; the spawner now
belongs to the SpawnerComponent of its LOT 176 object and goes with it (the
component tells the zone manager to stop indexing it). Spawning, timers and
the update order are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:31:18 -05:00

83 lines
2.8 KiB
C++

#pragma once
#include "dZMCommon.h"
#include "WorldConfig.h"
#include "Zone.h"
#include "Spawner.h"
#include <map>
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,
InvalidNotifier
};
private:
/**
* Reads the WorldConfig from the CDClientDatabase into memory
*/
void LoadWorldConfig();
public:
void Initialize(const LWOZONEID& zoneID);
~dZoneManager();
/* Gets a pointer to the currently loaded zone. */
Zone* GetZoneMut() const;
const Zone* GetZone() const { return GetZoneMut(); };
bool HasZone() const { return m_pZone != nullptr; };
void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
/* Adds a spawner to the zone with the specified ID. */
void AddSpawner(LWOOBJID id, Spawner* spawner);
const LWOZONEID& GetZoneID() const;
/* Creates a new spawner. Returns the finalized ID for the created spawner since some bits may be set to get it to function. */
LWOOBJID MakeSpawner(SpawnerInfo info);
Spawner* GetSpawner(LWOOBJID id);
void RemoveSpawner(LWOOBJID id);
// Called by a SpawnerComponent going away: stops indexing its spawner
void ForgetSpawner(LWOOBJID id, const Spawner* spawner);
std::vector<Spawner*> GetSpawnersByName(const std::string& spawnerName);
std::vector<Spawner*> GetSpawnersInGroup(const std::string& group);
// Every spawner in the zone (live events pick walkable places from their nodes)
const std::map<LWOOBJID, Spawner*>& GetSpawners() const { return m_Spawners; }
void Update(float deltaTime);
Entity* GetZoneControlObject() { return m_ZoneControlObject; }
bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
bool GetDisableSaveLocation() { return m_DisableSaveLocation; }
bool GetMountsAllowed() { return m_MountsAllowed; }
bool GetPetsAllowed() { return m_PetsAllowed; }
/* Gets the starting ID for missions in the player UI so they are ordered properly and show in the order accepted by the player. */
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.value();
};
private:
/**
* The starting unique mission ID.
*/
uint32_t m_UniqueMissionIdStart = 0;
Zone* m_pZone = nullptr;
LWOZONEID m_ZoneID;
bool m_PlayerLoseCoinsOnDeath = false;
bool m_DisableSaveLocation = false;
bool m_MountsAllowed = true;
bool m_PetsAllowed = true;
std::map<LWOOBJID, Spawner*> m_Spawners;
std::optional<WorldConfig> m_WorldConfig = std::nullopt;
Entity* m_ZoneControlObject = nullptr;
};