#pragma once #include "CNProtocol.hpp" #include "PlayerManager.hpp" #include "NPC.hpp" #include "contrib/JSON.hpp" #include #include #define RESURRECT_HEIGHT 400 // this should really be called vec3 or something... struct WarpLocation { int x, y, z, instanceID, isInstance, limitTaskID, npcID; }; namespace NPCManager { extern std::map NPCs; extern std::map Warps; extern std::vector RespawnPoints; extern std::map, time_t> EggBuffs; extern nlohmann::json NPCData; extern int32_t nextId; void init(); void addNPC(std::vector viewableChunks, int32_t id); void removeNPC(std::vector viewableChunks, int32_t id); void destroyNPC(int32_t); void updateNPCPosition(int32_t, int X, int Y, int Z, int angle); void updateNPCPosition(int32_t, int X, int Y, int Z); void updateNPCInstance(int32_t, uint64_t instanceID); void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size); void npcBarkHandler(CNSocket* sock, CNPacketData* data); void npcSummonHandler(CNSocket* sock, CNPacketData* data); void npcUnsummonHandler(CNSocket* sock, CNPacketData* data); void npcWarpHandler(CNSocket* sock, CNPacketData* data); void npcWarpTimeMachine(CNSocket* sock, CNPacketData* data); void npcVendorStart(CNSocket* sock, CNPacketData* data); void npcVendorTable(CNSocket* sock, CNPacketData* data); void npcVendorBuy(CNSocket* sock, CNPacketData* data); void npcVendorSell(CNSocket* sock, CNPacketData* data); void npcVendorBuyback(CNSocket* sock, CNPacketData* data); void npcVendorBuyBattery(CNSocket* sock, CNPacketData* data); void npcCombineItems(CNSocket* sock, CNPacketData* data); void handleWarp(CNSocket* sock, int32_t warpId); BaseNPC* getNearestNPC(std::vector chunks, int X, int Y, int Z); /// returns -1 on fail int eggBuffPlayer(CNSocket* sock, int skillId, int duration); }