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54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#pragma once
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#include "core/Core.hpp"
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#include "PlayerManager.hpp"
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#include "NPC.hpp"
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#include "JSON.hpp"
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#include <map>
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#include <unordered_map>
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#include <vector>
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#define RESURRECT_HEIGHT 400
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enum Trigger {
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ON_KILLED,
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ON_COMBAT
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};
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typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
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struct NPCEvent {
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int32_t npcType;
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int trigger;
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NPCEventHandler handler;
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NPCEvent(int32_t t, int tr, NPCEventHandler hndlr)
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: npcType(t), trigger(tr), handler(hndlr) {}
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};
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// this should really be called vec3 or something...
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struct WarpLocation {
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int x, y, z, instanceID, isInstance, limitTaskID, npcID;
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};
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namespace NPCManager {
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extern std::map<int32_t, BaseNPC*> NPCs;
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extern std::map<int32_t, WarpLocation> Warps;
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extern std::vector<WarpLocation> RespawnPoints;
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extern std::vector<NPCEvent> NPCEvents;
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extern nlohmann::json NPCData;
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extern int32_t nextId;
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void init();
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void destroyNPC(int32_t);
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void updateNPCPosition(int32_t, int X, int Y, int Z, uint64_t I, int angle);
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void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
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BaseNPC *summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn=false, bool baseInstance=false);
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BaseNPC* getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z);
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}
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