/** * Tibia GIMUD Server - a free and open-source MMORPG server emulator * Copyright (C) 2019 Sabrehaven and Mark Samman * * 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., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef FS_NPC_H_B090D0CB549D4435AFA03647195D156F #define FS_NPC_H_B090D0CB549D4435AFA03647195D156F #include "creature.h" #include class Npc; class Player; class BehaviourDatabase; class Npcs { public: static void loadNpcs(); static void reload(); }; class Npc final : public Creature { public: ~Npc(); // non-copyable Npc(const Npc&) = delete; Npc& operator=(const Npc&) = delete; Npc* getNpc() final { return this; } const Npc* getNpc() const final { return this; } bool isPushable() const final { return baseSpeed > 0; } void setID() final { if (id == 0) { id = npcAutoID++; } } void removeList() final; void addList() final; static Npc* createNpc(const std::string& name); bool canSee(const Position& pos) const final; bool load(); void reload(); const std::string& getName() const final { return name; } const std::string& getNameDescription() const final { return name; } void doSay(const std::string& text); void doMoveTo(const Position& pos); int32_t getMasterRadius() const { return masterRadius; } int32_t getClientVersion() const { return clientVersion; } const Position& getMasterPos() const { return masterPos; } void setMasterPos(Position pos, int32_t radius = 1) { masterPos = pos; if (masterRadius == 0) { masterRadius = radius; } } void turnToCreature(Creature* creature); void setCreatureFocus(Creature* creature); static uint32_t npcAutoID; protected: explicit Npc(const std::string& name); void onCreatureAppear(Creature* creature, bool isLogin) final; void onRemoveCreature(Creature* creature, bool isLogout) final; void onCreatureMove(Creature* creature, const Tile* newTile, const Position& newPos, const Tile* oldTile, const Position& oldPos, bool teleport) final; void onCreatureSay(Creature* creature, SpeakClasses type, const std::string& text) final; void onThink(uint32_t interval) final; std::string getDescription(int32_t lookDistance) const final; bool isImmune(CombatType_t) const final { return true; } bool isImmune(ConditionType_t) const final { return true; } bool isAttackable() const final { return false; } bool getNextStep(Direction& dir, uint32_t& flags) final; void setIdle(bool idle); void updateIdleStatus(); bool canWalkTo(const Position& fromPos, Direction dir) const; bool getRandomStep(Direction& dir) const; void reset(); std::set spectators; std::string name; std::string filename; Position masterPos; uint32_t lastTalkCreature; uint32_t focusCreature; uint32_t masterRadius; uint16_t clientVersion = 0; int64_t conversationStartTime; int64_t conversationEndTime; int64_t staticMovementTime; bool loaded; bool isIdle; BehaviourDatabase* behaviourDatabase; friend class Npcs; friend class BehaviourDatabase; }; #endif