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e58218cfbc
* Remove std::couts littered throughout the base * working End of optimizations for now going faster * Remove extraneous compare function std::less<LWOSCENEID> already does this in a map. * gaming * Update Zone.cpp * dlu is moving to bitbucket again * Update Level.cpp --------- Co-authored-by: Jettford <mrjettbradford@gmail.com>
71 lines
2.1 KiB
C++
71 lines
2.1 KiB
C++
#pragma once
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#include "dZMCommon.h"
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#include "Zone.h"
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#include "Spawner.h"
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#include <map>
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class WorldConfig;
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class dZoneManager {
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public:
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enum class dZoneNotifier {
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SpawnedObjectDestroyed,
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SpawnedChildObjectDestroyed, //Used for when an object (like a stromling) needs to notify the spawner to respawn a new enemy.
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ReloadZone, //Forces the server and all connects clients to reload the map
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UserJoined,
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UserMoved,
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InvalidNotifier
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};
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private:
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/**
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* Reads the WorldConfig from the CDClientDatabase into memory
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*/
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void LoadWorldConfig();
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public:
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void Initialize(const LWOZONEID& zoneID);
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~dZoneManager();
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Zone* GetZone(); //Gets a pointer to the currently loaded zone.
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void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
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void AddSpawner(LWOOBJID id, Spawner* spawner);
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LWOZONEID GetZoneID() const;
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LWOOBJID MakeSpawner(SpawnerInfo info);
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Spawner* GetSpawner(LWOOBJID id);
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void RemoveSpawner(LWOOBJID id);
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std::vector<Spawner*> GetSpawnersByName(std::string spawnerName);
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std::vector<Spawner*> GetSpawnersInGroup(std::string group);
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void Update(float deltaTime);
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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bool GetDisableSaveLocation() { return m_DisableSaveLocation; }
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bool GetMountsAllowed() { return m_MountsAllowed; }
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bool GetPetsAllowed() { return m_PetsAllowed; }
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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// The world config should not be modified by a caller.
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const WorldConfig* GetWorldConfig() {
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if (!m_WorldConfig) LoadWorldConfig();
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return m_WorldConfig;
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};
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private:
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/**
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* The starting unique mission ID.
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*/
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uint32_t m_UniqueMissionIdStart = 0;
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Zone* m_pZone = nullptr;
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LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath = false;
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bool m_DisableSaveLocation = false;
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bool m_MountsAllowed = true;
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bool m_PetsAllowed = true;
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std::map<LWOOBJID, Spawner*> m_Spawners;
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WorldConfig* m_WorldConfig = nullptr;
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Entity* m_ZoneControlObject = nullptr;
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};
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