163 lines
3.7 KiB
C++

/**
* Tibia GIMUD Server - a free and open-source MMORPG server emulator
* Copyright (C) 2019 Sabrehaven and Mark Samman <mark.samman@gmail.com>
*
* 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 <set>
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<Player*> 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