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beds.h
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beds.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 3 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, see <http://www.gnu.org/licenses/>.
////////////////////////////////////////////////////////////////////////
#ifndef __BEDS__
#define __BEDS__
#include "item.h"
class House;
class Player;
class BedItem : public Item
{
public:
BedItem(uint16_t _type): Item(_type), house(NULL) {internalRemoveSleeper();}
virtual ~BedItem() {}
virtual BedItem* getBed() {return this;}
virtual const BedItem* getBed() const {return this;}
virtual Attr_ReadValue readAttr(AttrTypes_t attr, PropStream& propStream);
virtual bool serializeAttr(PropWriteStream& propWriteStream) const;
virtual bool canRemove() const {return house != NULL;}
uint32_t getSleeper() const {return sleeper;}
void setSleeper(uint32_t guid) {sleeper = guid;}
House* getHouse() const {return house;}
void setHouse(House* h) {house = h;}
bool canUse(Player* player);
void sleep(Player* player);
void wakeUp();
BedItem* getNextBedItem();
protected:
void updateAppearance(const Player* player);
void regeneratePlayer(Player* player) const;
void internalSetSleeper(const Player* player);
void internalRemoveSleeper();
uint32_t sleeper;
House* house;
};
class Beds
{
public:
virtual ~Beds() {}
static Beds* getInstance()
{
static Beds instance;
return &instance;
}
BedItem* getBedBySleeper(uint32_t guid);
void setBedSleeper(BedItem* bed, uint32_t guid) {BedSleepersMap[guid] = bed;}
protected:
Beds() {BedSleepersMap.clear();}
std::map<uint32_t, BedItem*> BedSleepersMap;
};
#endif