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spawn.h
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/
spawn.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_SPAWN_H__
#define __OTSERV_SPAWN_H__
#include "definitions.h"
#include "tile.h"
#include "position.h"
#include "monster.h"
#include "templates.h"
#include <vector>
#include <map>
class Spawn;
typedef std::list<Spawn*> SpawnList;
class Spawns{
private:
Spawns();
public:
static Spawns* getInstance(){
static Spawns instance;
return &instance;
}
bool isInZone(const Position& centerPos, int32_t radius, const Position& pos);
~Spawns();
bool loadFromXml(const std::string& datadir);
void startup();
void clear();
bool isLoaded() const { return loaded; }
bool isStarted() const { return started; }
private:
typedef std::list<Npc*> NpcList;
NpcList npcList;
SpawnList spawnList;
bool loaded, started;
std::string filename;
};
struct spawnBlock_t{
MonsterType* mType;
Direction direction;
Position pos;
uint32_t interval;
int64_t lastSpawn;
};
class Spawn{
public:
Spawn(const Position& _pos, int32_t _radius);
~Spawn();
bool addMonster(const std::string& _name, const Position& _pos, Direction _dir, uint32_t _interval);
void removeMonster(Monster* monster);
uint32_t getInterval() const {return interval;}
void startup();
void startSpawnCheck();
void stopEvent();
bool isInSpawnZone(const Position& pos);
void cleanup();
private:
Position centerPos;
int32_t radius;
int32_t despawnRange;
int32_t despawnRadius;
//map of creatures in the spawn
typedef std::map<uint32_t, spawnBlock_t> SpawnMap;
SpawnMap spawnMap;
//map of the spawned creatures
typedef std::multimap<uint32_t, Monster*, std::less<uint32_t> > SpawnedMap;
typedef SpawnedMap::value_type spawned_pair;
SpawnedMap spawnedMap;
uint32_t interval;
uint32_t checkSpawnEvent;
bool findPlayer(const Position& pos);
bool spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, bool startup = false);
void checkSpawn();
};
#endif