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beds.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// Beds
//////////////////////////////////////////////////////////////////////
// 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 __OTS_BEDS_H__
#define __OTS_BEDS_H__
#include "item.h"
#include "position.h"
#include "definitions.h"
#include <ctime>
#include <list>
class House;
class Player;
class BedItem : public Item
{
public:
BedItem(uint16_t id);
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 sleeperGUID;}
void setSleeper(uint32_t guid) {sleeperGUID = guid;}
uint64_t getSleepStart() const {return sleepStart;}
void setSleepStart(uint64_t now) {sleepStart = now;}
House* getHouse() const {return house;}
void setHouse(House* h) {house = h;}
bool canUse(Player* player);
bool trySleep(Player* player);
bool sleep(Player* player);
void wakeUp(Player* player);
BedItem* getNextBedItem();
protected:
void updateAppearance(const Player* player);
void regeneratePlayer(Player* player) const;
void internalSetSleeper(const Player* player);
void internalRemoveSleeper();
uint32_t sleeperGUID;
uint64_t sleepStart;
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);
protected:
Beds() {BedSleepersMap.clear();}
std::map<uint32_t, BedItem*> BedSleepersMap;
};
#endif