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Initial work on QuestBattle instances

This commit is contained in:
Mordred 2019-03-31 01:39:49 +01:00
parent 5d865cef31
commit 1b86b87503
7 changed files with 596 additions and 4 deletions

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@ -4835,9 +4835,9 @@ Sapphire::Data::Quest::Quest( uint32_t row_id, Sapphire::Data::ExdDataGenerated*
Sapphire::Data::QuestBattle::QuestBattle( uint32_t row_id, Sapphire::Data::ExdDataGenerated* exdData )
{
auto row = exdData->m_QuestBattleDat.get_row( row_id );
quest = exdData->getField< int32_t >( row, 0 );
timeLimit = exdData->getField< uint16_t >( row, 2 );
levelSync = exdData->getField< uint16_t >( row, 3 );
quest = exdData->getField< int32_t >( row, 0 );
levelSync = exdData->getField< uint16_t >( row, 3 );
scriptInstruction.push_back( exdData->getField< std::string >( row, 4 ) );
scriptInstruction.push_back( exdData->getField< std::string >( row, 5 ) );
scriptInstruction.push_back( exdData->getField< std::string >( row, 6 ) );

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@ -290,11 +290,15 @@ void writeEobjEntry( std::ofstream& out, LGB_ENTRY* pObj )
void loadAllInstanceContentEntries()
{
auto& catInstance = eData->get_category( "ContentFinderCondition" );
auto& catQuest = eData->get_category( "Quest" );
auto& catQuestBattle = eData->get_category( "QuestBattle" );
auto& territoryTypeSheet = eData->get_category( "TerritoryType" );
auto& instanceContentSheet = eData->get_category( "InstanceContent" );
auto exdInstance = static_cast< xiv::exd::Exd >( catInstance.get_data_ln( xiv::exd::Language::en ) );
auto instanceContentData = static_cast< xiv::exd::Exd >( instanceContentSheet.get_data_ln( xiv::exd::Language::en ) );
auto questBattleData = static_cast< xiv::exd::Exd >( catQuestBattle.get_data_ln( xiv::exd::Language::none ) );
auto questDataData = static_cast< xiv::exd::Exd >( catQuest.get_data_ln( xiv::exd::Language::en ) );
if( zoneNameMap.size() == 0 )
{
@ -318,11 +322,14 @@ void loadAllInstanceContentEntries()
auto id = row.first;
auto& fields = row.second;
uint16_t teriId;
auto contentLinkType = std::get< uint8_t >( fields.at( 2 ) );
auto contentLink = std::get< uint16_t >( fields.at( 3 ) );
std::string name;
uint8_t type = 0;
teriId = std::get< uint16_t >( fields.at( 1 ) );
if( contentLinkType == 1 )
{
@ -332,6 +339,23 @@ void loadAllInstanceContentEntries()
name = std::get< std::string >( row.at( 3 ) );
type = std::get< uint8_t >( row.at( 0 ) );
id = contentLink;
//std::cout << name << "\n";
}
else if( contentLinkType == 5 )
{
std::cout << contentLinkType << "\n";
// instancecontent
auto row = questBattleData.get_row( contentLink );
int32_t questId1 = std::get< int32_t >( row.at( 0 ) );
if( questId1 > 99999 )
continue;
auto row1 = questDataData.get_row( questId1 );
name = std::get< std::string >( row1.at( 0 ) );
std::cout << name << "\n";
type = 7;
id = contentLink;
}
// else if( contentLinkType == 2 )
// {
@ -360,7 +384,7 @@ void loadAllInstanceContentEntries()
if( name.empty() )
continue;
auto teri = std::get< uint16_t >( fields.at( 1 ) );
auto teri = teriId;
auto i = 0;
while( ( i = name.find( ' ' ) ) != std::string::npos )
name = name.replace( name.begin() + i, name.begin() + i + 1, { '_' } );
@ -441,7 +465,14 @@ int main( int argc, char* argv[] )
if( !fs::exists( "instance.tmpl" ) )
throw std::runtime_error( "instance.tmpl is missing in working directory" );
initExd( gamePath );
try
{
initExd( gamePath );
}
catch( std::runtime_error error )
{
std::cout << error.what();
}
if( dumpInstances )
{
loadAllInstanceContentEntries();

View file

@ -29,7 +29,14 @@ namespace Sapphire::Event
GoldSaucer = 0x800A,
DpsChallange = 0x800D,
Fate = 0x801A
};
enum DirectorState
{
Created,
DutyReset,
DutyInProgress,
DutyFinished
};
Director( DirectorType type, uint16_t contentId );

View file

@ -23,6 +23,7 @@ TYPE_FORWARD( Zone );
TYPE_FORWARD( HousingZone );
TYPE_FORWARD( House );
TYPE_FORWARD( InstanceContent );
TYPE_FORWARD( QuestBattle );
TYPE_FORWARD( Item );
TYPE_FORWARD( ItemContainer );
TYPE_FORWARD( ZonePosition );

View file

@ -231,6 +231,22 @@ namespace Sapphire::ScriptAPI
uint16_t param1, uint16_t param2 );
};
/*!
* @brief The base class for any scripts that implement behaviour related to instance content zones
*/
class QuestBattleScript : public ScriptObject
{
public:
explicit QuestBattleScript( uint32_t questBattleId );
virtual void onInit( Sapphire::QuestBattle& instance );
virtual void onUpdate( Sapphire::QuestBattle& instance, uint32_t currTime );
virtual void onEnterTerritory( Sapphire::QuestBattle& instance, Sapphire::Entity::Player& player, uint32_t eventId,
uint16_t param1, uint16_t param2 );
};
}
#endif

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@ -0,0 +1,429 @@
#include <Common.h>
#include <Logging/Logger.h>
#include <Util/Util.h>
#include <Util/UtilMath.h>
#include <Exd/ExdDataGenerated.h>
#include <Network/CommonActorControl.h>
#include "Event/Director.h"
#include "Event/EventDefs.h"
#include "Script/ScriptMgr.h"
#include "Actor/Player.h"
#include "Actor/EventObject.h"
#include "Network/PacketWrappers/ActorControlPacket142.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Event/EventHandler.h"
#include "QuestBattle.h"
#include "Framework.h"
using namespace Sapphire::Common;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::Server;
using namespace Sapphire::Network::ActorControl;
Sapphire::QuestBattle::QuestBattle( std::shared_ptr< Sapphire::Data::QuestBattle > pBattleDetails,
uint16_t territoryType,
uint32_t guId,
const std::string& internalName,
const std::string& contentName,
uint32_t questBattleId,
FrameworkPtr pFw ) :
Zone( static_cast< uint16_t >( territoryType ), guId, internalName, contentName, pFw ),
Director( Event::Director::QuestBattle, questBattleId ),
m_pBattleDetails( pBattleDetails ),
m_questBattleId( questBattleId ),
m_state( Created ),
m_instanceCommenceTime( 0 )
// m_currentBgm( pInstanceConfiguration->bGM )
{
}
bool Sapphire::QuestBattle::init()
{
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
pScriptMgr->onInstanceInit( getAsInstanceContent() );
return true;
}
Sapphire::QuestBattle::~QuestBattle()
{
}
uint32_t Sapphire::QuestBattle::getQuestBattleId() const
{
return m_questBattleId;
}
Sapphire::Data::ExdDataGenerated::QuestBattlePtr Sapphire::QuestBattle::getQuestBattleDetails() const
{
return m_pBattleDetails;
}
void Sapphire::QuestBattle::onPlayerZoneIn( Entity::Player& player )
{
Logger::debug( "QuestBattle::onPlayerZoneIn: Zone#{0}|{1}, Entity#{2}",
getGuId(), getTerritoryTypeId(), player.getId() );
// mark player as "bound by duty"
player.setStateFlag( PlayerStateFlag::BoundByDuty );
// if the instance was not started yet, director init is sent on enter event.
// else it will be sent on finish loading.
if( m_state == Created )
sendDirectorInit( player );
}
void Sapphire::QuestBattle::onLeaveTerritory( Entity::Player& player )
{
Logger::debug( "QuestBattle::onLeaveTerritory: Zone#{0}|{1}, Entity#{2}",
getGuId(), getTerritoryTypeId(), player.getId() );
clearDirector( player );
}
void Sapphire::QuestBattle::onUpdate( uint32_t currTime )
{
switch( m_state )
{
case Created:
{
if( m_boundPlayerIds.size() == 0 )
return;
for( auto playerId : m_boundPlayerIds )
{
auto it = m_playerMap.find( playerId );
if( it == m_playerMap.end() )
return;
auto player = it->second;
if( !player->isLoadingComplete() ||
!player->isDirectorInitialized() ||
!player->isOnEnterEventDone() ||
player->hasStateFlag( PlayerStateFlag::WatchingCutscene ) )
return;
}
if( m_instanceCommenceTime == 0 )
{
m_instanceCommenceTime = Util::getTimeMs() + instanceStartDelay;
return;
}
else if( Util::getTimeMs() < m_instanceCommenceTime )
return;
// TODO: we do not have a list of players for questbattles... just one
for( const auto& playerIt : m_playerMap )
{
auto pPlayer = playerIt.second;
pPlayer->queuePacket( makeActorControl143( pPlayer->getId(), DirectorUpdate,
getDirectorId(), 0x40000001,
m_pBattleDetails->timeLimit * 60u ) );
}
m_state = DutyInProgress;
m_instanceExpireTime = Util::getTimeSeconds() + ( m_pBattleDetails->timeLimit * 60u );
break;
}
case DutyReset:
break;
case DutyInProgress:
{
break;
}
case DutyFinished:
break;
}
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
pScriptMgr->onInstanceUpdate( getAsInstanceContent(), currTime );
}
void Sapphire::QuestBattle::onFinishLoading( Entity::Player& player )
{
sendDirectorInit( player );
}
void Sapphire::QuestBattle::onInitDirector( Entity::Player& player )
{
sendDirectorVars( player );
player.setDirectorInitialized( true );
}
void Sapphire::QuestBattle::onDirectorSync( Entity::Player& player )
{
player.queuePacket( makeActorControl143( player.getId(), DirectorUpdate, 0x00110001, 0x80000000, 1 ) );
}
void Sapphire::QuestBattle::setVar( uint8_t index, uint8_t value )
{
if( index > 19 )
return;
switch( index )
{
case 0:
setDirectorUI8AL( value );
break;
case 1:
setDirectorUI8AH( value );
break;
case 2:
setDirectorUI8BL( value );
break;
case 3:
setDirectorUI8BH( value );
break;
case 4:
setDirectorUI8CL( value );
break;
case 5:
setDirectorUI8CH( value );
break;
case 6:
setDirectorUI8DL( value );
break;
case 7:
setDirectorUI8DH( value );
break;
case 8:
setDirectorUI8EL( value );
break;
case 9:
setDirectorUI8EH( value );
break;
case 10:
setDirectorUI8FL( value );
break;
case 11:
setDirectorUI8FH( value );
break;
case 12:
setDirectorUI8GL( value );
break;
case 13:
setDirectorUI8GH( value );
break;
case 14:
setDirectorUI8HL( value );
break;
case 15:
setDirectorUI8HH( value );
break;
case 16:
setDirectorUI8IL( value );
break;
case 17:
setDirectorUI8IH( value );
break;
case 18:
setDirectorUI8JL( value );
break;
case 19:
setDirectorUI8JH( value );
break;
}
// todo: genericise this?
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::setSequence( uint8_t value )
{
setDirectorSequence( value );
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::setBranch( uint8_t value )
{
setDirectorBranch( value );
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::startQte()
{
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x8000000A ) );
}
}
void Sapphire::QuestBattle::startEventCutscene()
{
// TODO: lock player movement
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000008 ) );
}
}
void Sapphire::QuestBattle::endEventCutscene()
{
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000009 ) );
}
}
void Sapphire::QuestBattle::onRegisterEObj( Entity::EventObjectPtr object )
{
if( object->getName() != "none" )
m_eventObjectMap[ object->getName() ] = object;
auto pExdData = m_pFw->get< Data::ExdDataGenerated >();
auto objData = pExdData->get< Sapphire::Data::EObj >( object->getObjectId() );
if( objData )
// todo: data should be renamed to eventId
m_eventIdToObjectMap[ objData->data ] = object;
else
Logger::error( "InstanceContent::onRegisterEObj Zone " +
m_internalName + ": No EObj data found for EObj with ID: " +
std::to_string( object->getObjectId() ) );
}
Sapphire::Event::Director::DirectorState Sapphire::QuestBattle::getState() const
{
return m_state;
}
void Sapphire::QuestBattle::onBeforePlayerZoneIn( Sapphire::Entity::Player& player )
{
// remove any players from the instance who aren't bound on zone in
if( !isPlayerBound( player.getId() ) )
player.exitInstance();
// TODO: let script set start position??
player.setRot( PI );
player.setPos( { 0.f, 0.f, 0.f } );
player.resetObjSpawnIndex();
}
Sapphire::Entity::EventObjectPtr Sapphire::QuestBattle::getEObjByName( const std::string& name )
{
auto it = m_eventObjectMap.find( name );
if( it == m_eventObjectMap.end() )
return nullptr;
return it->second;
}
void Sapphire::QuestBattle::onTalk( Sapphire::Entity::Player& player, uint32_t eventId, uint64_t actorId )
{
// todo: handle exit (and maybe shortcut?) behaviour here
auto it = m_eventIdToObjectMap.find( eventId );
if( it == m_eventIdToObjectMap.end() )
return;
if( auto onTalk = it->second->getOnTalkHandler() )
onTalk( player, it->second, getAsInstanceContent(), actorId );
else
player.sendDebug( "No onTalk handler found for interactable eobj with EObjID#{0}, eventId#{1} ",
it->second->getObjectId(), eventId );
}
void
Sapphire::QuestBattle::onEnterTerritory( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 )
{
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
pScriptMgr->onInstanceEnterTerritory( getAsInstanceContent(), player, eventId, param1, param2 );
// TODO: this may or may not be correct for questbattles
player.directorPlayScene( getDirectorId(), 1, NO_DEFAULT_CAMERA | CONDITION_CUTSCENE | SILENT_ENTER_TERRI_ENV |
HIDE_HOTBAR | SILENT_ENTER_TERRI_BGM | SILENT_ENTER_TERRI_SE |
DISABLE_STEALTH | 0x00100000 | LOCK_HUD | LOCK_HOTBAR |
// todo: wtf is 0x00100000
DISABLE_CANCEL_EMOTE, 0, 0x9, getCurrentBGM() );
}
void Sapphire::QuestBattle::setCurrentBGM( uint16_t bgmIndex )
{
m_currentBgm = bgmIndex;
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
// note: retail do send a BGM_MUTE(1) first before any BGM transition, but YOLO in this case.
// also do note that this code can't control the bgm granularly. (i.e. per player for WoD submap.) oops.
// player->queuePacket( ActorControlPacket143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, 1 ) );
player->queuePacket(
makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, bgmIndex ) );
}
}
void Sapphire::QuestBattle::setPlayerBGM( Sapphire::Entity::Player& player, uint16_t bgmId )
{
player.queuePacket( makeActorControl143( player.getId(), DirectorUpdate, getDirectorId(), 0x80000001, bgmId ) );
}
uint16_t Sapphire::QuestBattle::getCurrentBGM() const
{
return m_currentBgm;
}
bool Sapphire::QuestBattle::bindPlayer( uint32_t playerId )
{
// if player already bound, return false
if( m_boundPlayerIds.count( playerId ) )
return false;
m_boundPlayerIds.insert( playerId );
return true;
}
bool Sapphire::QuestBattle::isPlayerBound( uint32_t playerId ) const
{
return m_boundPlayerIds.count( playerId ) > 0;
}
void Sapphire::QuestBattle::unbindPlayer( uint32_t playerId )
{
m_boundPlayerIds.erase( playerId );
auto it = m_playerMap.find( playerId );
if( it != m_playerMap.end() )
it->second->exitInstance();
}
void Sapphire::QuestBattle::clearDirector( Entity::Player& player )
{
sendDirectorClear( player );
player.setDirectorInitialized( false );
// remove "bound by duty" state
player.unsetStateFlag( PlayerStateFlag::BoundByDuty );
}

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@ -0,0 +1,108 @@
#ifndef SAPPHIRE_QUESTBATTLE_H
#define SAPPHIRE_QUESTBATTLE_H
#include "Zone.h"
#include "Event/Director.h"
#include "Forwards.h"
namespace Sapphire {
namespace Data {
struct QuestBattle;
}
class QuestBattle : public Event::Director, public Zone
{
public:
QuestBattle( std::shared_ptr< Sapphire::Data::QuestBattle > pBattleDetails,
uint16_t territoryType,
uint32_t guId,
const std::string& internalName,
const std::string& contentName,
uint32_t questBattleId,
FrameworkPtr pFw );
virtual ~QuestBattle();
bool init() override;
void onBeforePlayerZoneIn( Entity::Player& player ) override;
void onPlayerZoneIn( Entity::Player& player ) override;
void onLeaveTerritory( Entity::Player& player ) override;
void onFinishLoading( Entity::Player& player ) override;
void onInitDirector( Entity::Player& player ) override;
void onDirectorSync( Entity::Player& player ) override;
void onUpdate( uint32_t currTime ) override;
void onTalk( Entity::Player& player, uint32_t eventId, uint64_t actorId );
void onEnterTerritory( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 ) override;
void onRegisterEObj( Entity::EventObjectPtr object ) override;
void setVar( uint8_t index, uint8_t value );
void setSequence( uint8_t value );
void setBranch( uint8_t value );
void startQte();
void startEventCutscene();
void endEventCutscene();
void clearDirector( Entity::Player& player );
/*! set the current bgm index (inside bgm.exd) */
void setCurrentBGM( uint16_t bgmId );
/*! set the current bgm for a specific player */
void setPlayerBGM( Entity::Player& player, uint16_t bgmId );
/*! get the currently playing bgm index */
uint16_t getCurrentBGM() const;
Event::Director::DirectorState getState() const;
std::shared_ptr< Sapphire::Data::QuestBattle > getQuestBattleDetails() const;
uint32_t getQuestBattleId() const;
Entity::EventObjectPtr getEObjByName( const std::string& name );
/*! binds a player to the instance */
bool bindPlayer( uint32_t playerId );
/*! removes bind of player from the instance */
void unbindPlayer( uint32_t playerId );
/*! return true if the player is bound to the instance */
bool isPlayerBound( uint32_t playerId ) const;
/*! number of milliseconds after all players are ready for the instance to commence (spawn circle removed) */
const uint32_t instanceStartDelay = 1250;
private:
std::shared_ptr< Sapphire::Data::QuestBattle > m_pBattleDetails;
uint32_t m_questBattleId;
Event::Director::DirectorState m_state;
uint16_t m_currentBgm;
int64_t m_instanceExpireTime;
uint64_t m_instanceCommenceTime;
std::map< std::string, Entity::EventObjectPtr > m_eventObjectMap;
std::unordered_map< uint32_t, Entity::EventObjectPtr > m_eventIdToObjectMap;
std::set< uint32_t > m_spawnedPlayers;
// the players which are bound to the instance, regardless of inside or offline
std::set< uint32_t > m_boundPlayerIds;
};
}
#endif