OpenFusion/src/Entities.hpp
gsemaj 3ce9ae5f77
[WIP] Replace appearance data with individual fields
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.
2023-10-08 16:31:53 -04:00

158 lines
3.4 KiB
C++

#pragma once
#include "core/Core.hpp"
#include "Chunking.hpp"
#include <stdint.h>
#include <set>
enum class EntityType : uint8_t {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
MOB,
EGG,
BUS
};
struct Entity {
EntityType kind = EntityType::INVALID;
int x = 0, y = 0, z = 0;
uint64_t instanceID = 0;
ChunkPos chunkPos = {};
std::set<Chunk*> viewableChunks = {};
// destructor must be virtual, apparently
virtual ~Entity() {}
virtual bool isAlive() { return true; }
// stubs
virtual void enterIntoViewOf(CNSocket *sock) = 0;
virtual void disappearFromViewOf(CNSocket *sock) = 0;
};
struct EntityRef {
EntityType type;
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 (type != other.type)
return false;
if (type == EntityType::PLAYER)
return sock == other.sock;
return id == other.id;
}
// arbitrary ordering
bool operator<(const EntityRef& other) const {
if (type == other.type) {
if (type == EntityType::PLAYER)
return sock < other.sock;
else
return id < other.id;
}
return type < other.type;
}
};
/*
* Subclasses
*/
class BaseNPC : public Entity {
public:
int id;
int type;
int hp;
int angle;
int cbf;
int barkerType;
bool loopingPath = false;
BaseNPC(int _X, int _Y, int _Z, int _A, uint64_t iID, int t, int _id) { // XXX
x = _X;
y = _Y;
z = _Z;
type = t;
hp = 400;
angle = _A;
cbf = 0;
barkerType = 0;
id = _id;
instanceID = iID;
};
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC {
int maxHealth = 0;
int spawnX = 0;
int spawnY = 0;
int spawnZ = 0;
int level = 0;
int speed = 300;
void (*_stepAI)(CombatNPC*, time_t) = nullptr;
// XXX
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
BaseNPC(x, y, z, angle, iID, t, id),
maxHealth(maxHP) {}
virtual void stepAI(time_t currTime) {
if (_stepAI != nullptr)
_stepAI(this, currTime);
}
virtual bool isAlive() override { return hp > 0; }
};
// Mob is in MobAI.hpp, Player is in Player.hpp
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC {
bool summoned = false;
bool dead = false;
time_t deadUntil;
Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon)
: BaseNPC(x, y, z, 0, iID, t, id) {
summoned = summon;
kind = EntityType::EGG;
}
virtual bool isAlive() override { return !dead; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC {
Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
BaseNPC(x, y, z, angle, iID, t, id) {
kind = EntityType::BUS;
loopingPath = true;
}
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};