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d64fa1680d
* Fix missions re-ordering on reload Check for success rather than failure * Add a comment * Get base value from database * Update Mission.h
72 lines
2.1 KiB
C++
72 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 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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PrintAllGameObjects, //Using this is a BAD idea in production
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InvalidNotifier
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};
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public:
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static dZoneManager* Instance() {
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if (!m_Address) {
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m_Address = new dZoneManager();
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}
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return m_Address;
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}
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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 NotifyZone(const dZoneNotifier& notifier, const LWOOBJID& objectID); //Notifies the zone of a certain event or command.
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void AddSpawner(LWOOBJID id, Spawner* spawner);
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LWOZONEID GetZoneID() const;
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uint32_t GetMaxLevel();
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int32_t GetLevelCapCurrencyConversion();
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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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uint32_t GetUniqueMissionIdStartingValue();
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private:
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/**
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* The maximum level of the world.
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*/
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uint32_t m_MaxLevel = 0;
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/**
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* The ratio of LEGO Score to currency when the character has hit the max level.
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*/
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int32_t m_CurrencyConversionRate = 0;
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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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static dZoneManager* m_Address; //Singleton
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Zone* m_pZone;
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LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath; //Do players drop coins in this zone when smashed
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std::map<LWOOBJID, Spawner*> m_Spawners;
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Entity* m_ZoneControlObject;
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};
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