Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
This prevents logic errors related to being in chunk 0 0 0.
Also:
* Moved some duplicated chunk teleportation logic to a new helper
function
* Made ChunkPos into a proper class so it can default to INVALID_CHUNK
when default-initialized
* Reversed the inclusion order of Chunking.hpp and Entities.hpp to work
around problems with type definitions
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
Replaced all references to chunk->players and chunk->NPCs with
chunk->entities and all instances of the old NPCClass enum with
EntityType.
The server compiles but will not yet run properly.
Player and all NPCs now have a common superclass, with virtual functions
so smooth over shared behavior. EntityRef is a simple class that points
to an arbitrary Entity.
This commit is not yet functional.