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sapphire/src/servers/sapphire_zone/Actor/Actor.cpp

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#include "Actor.h"
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#include <common/Network/PacketContainer.h>
#include <common/Network/GamePacket.h>
#include <common/Util/Util.h>
#include <common/Util/UtilMath.h>
#include "Chara.h"
#include "Network/GameConnection.h"
#include "Player.h"
#include "ServerZone.h"
#include "Session.h"
extern Core::ServerZone g_serverZone;
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Core::Entity::Actor::Actor( ObjKind type ) :
m_objKind( type )
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{
}
uint32_t Core::Entity::Actor::getId() const
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{
return m_id;
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}
Core::Entity::Actor::ObjKind Core::Entity::Actor::getObjKind() const
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{
return m_objKind;
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}
Core::Common::FFXIVARR_POSITION3& Core::Entity::Actor::getPos()
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{
return m_pos;
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}
void Core::Entity::Actor::setPos( float x, float y, float z )
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{
m_pos.x = x;
m_pos.y = y;
m_pos.z = z;
}
void Core::Entity::Actor::setPos( const Core::Common::FFXIVARR_POSITION3& pos )
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{
m_pos = pos;
}
float Core::Entity::Actor::getRot() const
{
return m_rot;
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}
void Core::Entity::Actor::setRot( float rot )
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{
m_rot = rot;
}
bool Core::Entity::Actor::isPlayer() const
{
return m_objKind == ObjKind::Player;
}
/*! \return pointer to this instance as ActorPtr */
Core::Entity::CharaPtr Core::Entity::Actor::getAsChara()
{
return boost::dynamic_pointer_cast< Entity::Chara, Entity::Actor >( shared_from_this() );
}
/*! \return pointer to this instance as PlayerPtr */
Core::Entity::PlayerPtr Core::Entity::Actor::getAsPlayer()
{
if( !isPlayer() )
return nullptr;
return boost::dynamic_pointer_cast< Entity::Player, Entity::Actor >( shared_from_this() );
}
/*!
Add a given actor to the fitting in range set according to type
but also to the global actor map
\param ActorPtr to add
*/
void Core::Entity::Actor::addInRangeActor( ActorPtr pActor )
{
// if this is null, something went wrong
assert( pActor );
// add actor to in range set
m_inRangeActor.insert( pActor );
if( pActor->isPlayer() )
{
auto pPlayer = pActor->getAsPlayer();
pPlayer->spawn( getAsPlayer() );
// if actor is a player, add it to the in range player set
m_inRangePlayers.insert( pPlayer );
}
}
/*!
Remove a given actor from the matching in range set according to type
but also to the global actor map
\param ActorPtr to remove
*/
void Core::Entity::Actor::removeInRangeActor( Actor& actor )
{
// call virtual event
onRemoveInRangeActor( actor );
// remove actor from in range actor set
m_inRangeActor.erase( actor.shared_from_this() );
// if actor is a player, despawn ourself for him
// TODO: move to virtual onRemove?
if( isPlayer() )
actor.despawn( getAsPlayer() );
if( actor.isPlayer() )
m_inRangePlayers.erase( actor.getAsPlayer() );
}
/*! \return true if there is at least one actor in the in range set */
bool Core::Entity::Actor::hasInRangeActor() const
{
return ( m_inRangeActor.size() > 0 );
}
void Core::Entity::Actor::removeFromInRange()
{
if( !hasInRangeActor() )
return;
Entity::ActorPtr pCurAct;
for( auto& pCurAct : m_inRangeActor )
{
pCurAct->removeInRangeActor( *this );
}
}
/*!
check if a given actor is in the actors in range set
\param ActorPtr to be checked for
\return true if the actor was found
*/
bool Core::Entity::Actor::isInRangeSet( ActorPtr pActor ) const
{
return !( m_inRangeActor.find( pActor ) == m_inRangeActor.end() );
}
/*! \return ActorPtr of the closest actor in range, if none, nullptr */
Core::Entity::ActorPtr Core::Entity::Actor::getClosestActor()
{
if( m_inRangeActor.empty() )
// no actors in range, don't bother
return nullptr;
ActorPtr tmpActor = nullptr;
// arbitrary high number
float minDistance = 10000;
for( const auto& pCurAct : m_inRangeActor )
{
float distance = Math::Util::distance( getPos().x,
getPos().y,
getPos().z,
pCurAct->getPos().x,
pCurAct->getPos().y,
pCurAct->getPos().z );
if( distance < minDistance )
{
minDistance = distance;
tmpActor = pCurAct;
}
}
return tmpActor;
}
/*! Clear the whole in range set, this does no cleanup */
void Core::Entity::Actor::clearInRangeSet()
{
m_inRangeActor.clear();
m_inRangePlayers.clear();
}
/*!
Send a packet to all players in range, potentially to self if set and is player
\param GamePacketPtr to send
\param bool should be send to self?
*/
void Core::Entity::Actor::sendToInRangeSet( Network::Packets::GamePacketPtr pPacket, bool bToSelf )
{
if( bToSelf && isPlayer() )
{
auto pPlayer = getAsPlayer();
auto pSession = g_serverZone.getSession( pPlayer->getId() );
// it might be that the player DC'd in which case the session would be invalid
if( pSession )
pSession->getZoneConnection()->queueOutPacket( pPacket );
}
if( m_inRangePlayers.empty() )
return;
for( const auto &pCurAct : m_inRangePlayers )
{
assert( pCurAct );
pPacket->setValAt< uint32_t >( 0x04, m_id );
pPacket->setValAt< uint32_t >( 0x08, pCurAct->getId() );
// it might be that the player DC'd in which case the session would be invalid
pCurAct->queuePacket( pPacket );
}
}
/*! \return list of actors currently in range */
std::set< Core::Entity::ActorPtr > Core::Entity::Actor::getInRangeActors( bool includeSelf )
{
auto tempInRange = m_inRangeActor;
if( includeSelf )
tempInRange.insert( shared_from_this() );
return tempInRange;
}