mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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153 lines
3.5 KiB
C++
153 lines
3.5 KiB
C++
#pragma once
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#include "core/Core.hpp"
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#include <stdint.h>
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#include <set>
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enum class EntityType : uint8_t {
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INVALID,
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PLAYER,
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SIMPLE_NPC,
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COMBAT_NPC,
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MOB,
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EGG,
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BUS
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};
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class Chunk;
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struct Entity {
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EntityType type = EntityType::INVALID;
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int x = 0, y = 0, z = 0;
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uint64_t instanceID = 0;
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ChunkPos chunkPos = {};
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std::set<Chunk*> viewableChunks = {};
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// destructor must be virtual, apparently
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virtual ~Entity() {}
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virtual bool isAlive() { return true; }
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// stubs
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virtual void enterIntoViewOf(CNSocket *sock) = 0;
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virtual void disappearFromViewOf(CNSocket *sock) = 0;
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};
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struct EntityRef {
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EntityType type;
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union {
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CNSocket *sock;
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int32_t id;
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};
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EntityRef(CNSocket *s);
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EntityRef(int32_t i);
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bool isValid() const;
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Entity *getEntity() const;
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bool operator==(const EntityRef& other) const {
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if (type != other.type)
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return false;
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if (type == EntityType::PLAYER)
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return sock == other.sock;
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return id == other.id;
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}
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// arbitrary ordering
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bool operator<(const EntityRef& other) const {
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if (type == other.type) {
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if (type == EntityType::PLAYER)
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return sock < other.sock;
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else
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return id < other.id;
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}
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return type < other.type;
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}
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};
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/*
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* Subclasses
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*/
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class BaseNPC : public Entity {
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public:
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sNPCAppearanceData appearanceData = {};
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bool loopingPath = false;
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BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX
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x = _X;
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y = _Y;
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z = _Z;
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appearanceData.iNPCType = t;
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appearanceData.iHP = 400;
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appearanceData.iAngle = angle;
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appearanceData.iConditionBitFlag = 0;
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appearanceData.iBarkerType = 0;
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appearanceData.iNPC_ID = id;
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instanceID = iID;
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};
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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struct CombatNPC : public BaseNPC {
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int maxHealth = 0;
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int spawnX = 0;
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int spawnY = 0;
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int spawnZ = 0;
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int level = 0;
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int speed = 300;
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void (*_stepAI)(CombatNPC*, time_t) = nullptr;
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// XXX
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
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BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(maxHP) {}
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virtual void stepAI(time_t currTime) {
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if (_stepAI != nullptr)
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_stepAI(this, currTime);
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}
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virtual bool isAlive() override { return appearanceData.iHP > 0; }
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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// TODO: decouple from BaseNPC
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struct Egg : public BaseNPC {
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bool summoned = false;
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bool dead = false;
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time_t deadUntil;
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Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon)
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: BaseNPC(x, y, z, 0, iID, t, id) {
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summoned = summon;
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type = EntityType::EGG;
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}
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virtual bool isAlive() override { return !dead; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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// TODO: decouple from BaseNPC
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struct Bus : public BaseNPC {
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Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
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BaseNPC(x, y, z, angle, iID, t, id) {
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type = EntityType::BUS;
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loopingPath = true;
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}
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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