2020-09-17 22:45:43 +00:00
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#pragma once
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#include "CNProtocol.hpp"
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2020-11-14 23:36:04 +00:00
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#include "CNStructs.hpp"
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2020-09-17 22:45:43 +00:00
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#include <utility>
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#include <set>
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#include <map>
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2020-10-01 01:44:37 +00:00
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#include <tuple>
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2020-11-18 00:07:04 +00:00
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#include <algorithm>
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2020-09-17 22:45:43 +00:00
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class Chunk {
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public:
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std::set<CNSocket*> players;
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std::set<int32_t> NPCs;
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};
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2020-10-01 01:44:37 +00:00
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enum {
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2020-10-19 17:26:14 +00:00
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INSTANCE_OVERWORLD, // default instance every player starts in
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INSTANCE_IZ, // these aren't actually used
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INSTANCE_UNIQUE // these aren't actually used
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2020-10-01 01:44:37 +00:00
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};
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2020-09-17 22:45:43 +00:00
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namespace ChunkManager {
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void init();
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void cleanup();
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2020-11-16 14:59:53 +00:00
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extern std::map<ChunkPos, Chunk*> chunks;
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2020-09-17 22:45:43 +00:00
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2020-11-16 14:59:53 +00:00
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void newChunk(ChunkPos pos);
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2020-11-18 00:07:04 +00:00
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void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
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void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
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void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
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void trackNPC(ChunkPos chunkPos, int32_t id);
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void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
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void untrackNPC(ChunkPos chunkPos, int32_t id);
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void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
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void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
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void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
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void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
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bool chunkExists(ChunkPos chunk);
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void emptyChunk(ChunkPos chunkPos);
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ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
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std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
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2020-11-16 14:59:53 +00:00
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std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
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2020-10-12 16:55:41 +00:00
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bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
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2020-10-13 03:42:47 +00:00
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void createInstance(uint64_t);
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void destroyInstance(uint64_t);
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2020-10-19 02:30:12 +00:00
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void destroyInstanceIfEmpty(uint64_t);
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2020-09-17 22:45:43 +00:00
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}
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