OpenFusion/src/EntityRef.hpp
gsemaj 31677e2638
[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.

TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
2023-10-08 16:34:43 -04:00

56 lines
1.1 KiB
C++

#pragma once
#include "core/Core.hpp"
/* forward declaration(s) */
struct Entity;
enum EntityKind {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
MOB,
EGG,
BUS
};
struct EntityRef {
EntityKind kind;
union {
CNSocket *sock;
int32_t id;
};
EntityRef(CNSocket *s);
EntityRef(int32_t i);
bool isValid() const;
Entity *getEntity() const;
bool operator==(const EntityRef& other) const {
if (kind != other.kind)
return false;
if (kind == EntityKind::PLAYER)
return sock == other.sock;
return id == other.id;
}
bool operator!=(const EntityRef& other) const {
return !(*this == other);
}
// arbitrary ordering
bool operator<(const EntityRef& other) const {
if (kind == other.kind) {
if (kind == EntityKind::PLAYER)
return sock < other.sock;
else
return id < other.id;
}
return kind < other.kind;
}
};