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Actors are now used as base for any entity

This commit is contained in:
Mordred 2018-02-22 15:31:10 +01:00
parent 29918f5807
commit 6e5737f401
14 changed files with 278 additions and 262 deletions

View file

@ -708,16 +708,6 @@ namespace Common {
MountSkill = 0xD, MountSkill = 0xD,
}; };
/*! ModelType as found in eventsystemdefine.exd */
enum ModelType : uint8_t
{
Human = 1,
DemiHuman = 2,
Monster = 3,
SharedGroup = 4,
Parts = 5
};
typedef std::vector< PlayerStateFlag > PlayerStateFlagList; typedef std::vector< PlayerStateFlag > PlayerStateFlagList;
} /* Common */ } /* Common */

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@ -382,7 +382,7 @@ struct FFXIVIpcPlayerSpawn : FFXIVIpcBasePacket<PlayerSpawn>
uint8_t spawnIndex; uint8_t spawnIndex;
uint8_t state; uint8_t state;
uint8_t persistantEmote; uint8_t persistantEmote;
uint8_t type; // modelType -> eventSystemDefine uint8_t modelType; // modelType -> eventSystemDefine
uint8_t subtype; uint8_t subtype;
uint8_t voice; uint8_t voice;
uint16_t u25c; uint16_t u25c;
@ -458,7 +458,7 @@ struct FFXIVIpcNpcSpawn : FFXIVIpcBasePacket<NpcSpawn>
uint8_t spawnIndex; uint8_t spawnIndex;
uint8_t state; uint8_t state;
uint8_t persistantEmote; uint8_t persistantEmote;
uint8_t type; uint8_t modelType;
uint8_t subtype; uint8_t subtype;
uint8_t voice; uint8_t voice;
uint16_t u25c; uint16_t u25c;

View file

@ -2,6 +2,7 @@
#include <common/Util/UtilMath.h> #include <common/Util/UtilMath.h>
#include "ActionCollision.h" #include "ActionCollision.h"
#include "Actor/Actor.h"
#include "Actor/Chara.h" #include "Actor/Chara.h"
#include "Actor/Player.h" #include "Actor/Player.h"
@ -13,7 +14,7 @@ using namespace Core::Common;
// todo: add AoE actor limits (16, 32) // todo: add AoE actor limits (16, 32)
bool ActionCollision::isActorApplicable( Chara& chara, TargetFilter targetFilter ) bool ActionCollision::isActorApplicable( Actor& actor, TargetFilter targetFilter )
{ {
bool actorApplicable = false; bool actorApplicable = false;
switch( targetFilter ) switch( targetFilter )
@ -25,7 +26,7 @@ bool ActionCollision::isActorApplicable( Chara& chara, TargetFilter targetFilter
} }
case TargetFilter::Players: case TargetFilter::Players:
{ {
actorApplicable = chara.isPlayer(); actorApplicable = actor.isPlayer();
break; break;
} }
case TargetFilter::Allies: case TargetFilter::Allies:
@ -37,7 +38,7 @@ bool ActionCollision::isActorApplicable( Chara& chara, TargetFilter targetFilter
case TargetFilter::Party: case TargetFilter::Party:
{ {
// todo: implement party // todo: implement party
actorApplicable = chara.isPlayer(); actorApplicable = actor.isPlayer();
break; break;
} }
case TargetFilter::Enemies: case TargetFilter::Enemies:
@ -47,15 +48,15 @@ bool ActionCollision::isActorApplicable( Chara& chara, TargetFilter targetFilter
} }
} }
return ( actorApplicable && chara.isAlive() ); return ( actorApplicable && actor.getAsChara()->isAlive() );
} }
std::set< Core::Entity::CharaPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition, std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition,
std::set< CharaPtr > actorsInRange, std::set< ActorPtr > actorsInRange,
boost::shared_ptr< Core::Data::Action > actionInfo, boost::shared_ptr< Core::Data::Action > actionInfo,
TargetFilter targetFilter ) TargetFilter targetFilter )
{ {
std::set< CharaPtr > actorsCollided; std::set< ActorPtr > actorsCollided;
switch( static_cast< ActionCollisionType >( actionInfo->castType ) ) switch( static_cast< ActionCollisionType >( actionInfo->castType ) )
{ {

View file

@ -23,9 +23,9 @@ namespace Entity {
{ {
public: public:
static bool isActorApplicable( Chara& actor, TargetFilter targetFilter ); static bool isActorApplicable( Actor& actor, TargetFilter targetFilter );
static std::set< CharaPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition, static std::set< ActorPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition,
std::set< CharaPtr > actorsInRange, std::set< ActorPtr > actorsInRange,
boost::shared_ptr< Data::Action > actionInfo, boost::shared_ptr< Data::Action > actionInfo,
TargetFilter targetFilter ); TargetFilter targetFilter );

View file

@ -1,7 +1,17 @@
#include "Actor.h" #include "Actor.h"
#include "Player.h" #include <common/Network/PacketContainer.h>
#include <common/Network/GamePacket.h>
#include <common/Util/Util.h>
#include <common/Util/UtilMath.h>
#include "Chara.h" #include "Chara.h"
#include "Network/GameConnection.h"
#include "Player.h"
#include "ServerZone.h"
#include "Session.h"
extern Core::ServerZone g_serverZone;
Core::Entity::Actor::Actor( ObjKind type ) : Core::Entity::Actor::Actor( ObjKind type ) :
m_objKind( type ) m_objKind( type )
@ -65,3 +75,165 @@ Core::Entity::PlayerPtr Core::Entity::Actor::getAsPlayer()
return boost::dynamic_pointer_cast< Entity::Player, Entity::Actor >( shared_from_this() ); 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;
}

View file

@ -49,6 +49,10 @@ namespace Entity {
/*! Type of the actor */ /*! Type of the actor */
ObjKind m_objKind; ObjKind m_objKind;
/*! list of various actors in range */
std::set< ActorPtr > m_inRangeActor;
std::set< PlayerPtr > m_inRangePlayers;
public: public:
explicit Actor( ObjKind type ); explicit Actor( ObjKind type );
virtual ~Actor() {}; virtual ~Actor() {};
@ -69,6 +73,34 @@ namespace Entity {
bool isPlayer() const; bool isPlayer() const;
///// IN RANGE LOGIC ///////////////////////////////
virtual void onRemoveInRangeActor( Actor& pActor ) {}
// check if another actor is in the actors in range set
bool isInRangeSet( ActorPtr pActor ) const;
ActorPtr getClosestActor();
void sendToInRangeSet( Network::Packets::GamePacketPtr pPacket, bool bToSelf = false );
// add an actor to in range set
void addInRangeActor( ActorPtr pActor );
// remove an actor from the in range set
void removeInRangeActor( Actor& actor );
// return true if there is at least one actor in the in range set
bool hasInRangeActor() const;
void removeFromInRange();
// clear the whole in range set, this does no cleanup
virtual void clearInRangeSet();
std::set< ActorPtr > getInRangeActors( bool includeSelf = false );
////////////////////////////////////////////////////
CharaPtr getAsChara(); CharaPtr getAsChara();
PlayerPtr getAsPlayer(); PlayerPtr getAsPlayer();
}; };

View file

@ -52,16 +52,6 @@ std::string Core::Entity::Chara::getName() const
return std::string( m_name ); return std::string( m_name );
} }
/*! \return list of actors currently in range */
std::set< Core::Entity::CharaPtr > Core::Entity::Chara::getInRangeCharas( bool includeSelf )
{
auto tempInRange = m_inRangeCharas;
if( includeSelf )
tempInRange.insert( getAsChara() );
return tempInRange;
}
/*! \return current stance of the actors */ /*! \return current stance of the actors */
Core::Entity::Chara::Stance Core::Entity::Chara::getStance() const Core::Entity::Chara::Stance Core::Entity::Chara::getStance() const
@ -396,155 +386,6 @@ void Core::Entity::Chara::setCurrentAction( Core::Action::ActionPtr pAction )
m_pCurrentAction = pAction; m_pCurrentAction = pAction;
} }
/*!
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::Chara::isInRangeSet( CharaPtr pChara ) const
{
return !( m_inRangeCharas.find( pChara ) == m_inRangeCharas.end() );
}
/*! \return ActorPtr of the closest actor in range, if none, nullptr */
Core::Entity::CharaPtr Core::Entity::Chara::getClosestChara()
{
if( m_inRangeCharas.empty() )
// no actors in range, don't bother
return nullptr;
CharaPtr tmpActor = nullptr;
// arbitrary high number
float minDistance = 10000;
for( const auto& pCurAct : m_inRangeCharas )
{
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;
}
/*!
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::Chara::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->m_id );
// it might be that the player DC'd in which case the session would be invalid
pCurAct->queuePacket( pPacket );
}
}
/*!
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::Chara::addInRangeChara( CharaPtr pChara )
{
// if this is null, something went wrong
assert( pChara );
// add actor to in range set
m_inRangeCharas.insert( pChara );
if( pChara->isPlayer() )
{
auto pPlayer = pChara->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::Chara::removeInRangeChara( Chara& chara )
{
// call virtual event
onRemoveInRangeChara( chara );
// remove actor from in range actor set
m_inRangeCharas.erase( chara.getAsChara() );
// if actor is a player, despawn ourself for him
// TODO: move to virtual onRemove?
if( isPlayer() )
chara.despawn( getAsPlayer() );
if( chara.isPlayer() )
m_inRangePlayers.erase( chara.getAsPlayer() );
}
/*! \return true if there is at least one actor in the in range set */
bool Core::Entity::Chara::hasInRangeActor() const
{
return ( m_inRangeCharas.size() > 0 );
}
void Core::Entity::Chara::removeFromInRange()
{
if( !hasInRangeActor() )
return;
Entity::ActorPtr pCurAct;
for( auto& pCurAct : m_inRangeCharas )
{
pCurAct->removeInRangeChara( *this );
}
}
/*! Clear the whole in range set, this does no cleanup */
void Core::Entity::Chara::clearInRangeSet()
{
m_inRangeCharas.clear();
m_inRangePlayers.clear();
}
/*! \return ZonePtr to the current zone, nullptr if not set */ /*! \return ZonePtr to the current zone, nullptr if not set */
Core::ZonePtr Core::Entity::Chara::getCurrentZone() const Core::ZonePtr Core::Entity::Chara::getCurrentZone() const
{ {
@ -682,7 +523,7 @@ void Core::Entity::Chara::handleScriptSkill( uint32_t type, uint16_t actionId, u
else else
{ {
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeCharas(true), auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeActors( true ),
actionInfoPtr, TargetFilter::Enemies ); actionInfoPtr, TargetFilter::Enemies );
for( const auto& pHitActor : actorsCollided ) for( const auto& pHitActor : actorsCollided )
@ -694,16 +535,17 @@ void Core::Entity::Chara::handleScriptSkill( uint32_t type, uint16_t actionId, u
sendToInRangeSet( effectPacket, true ); sendToInRangeSet( effectPacket, true );
if( pHitActor->isAlive() ) if( pHitActor->getAsChara()->isAlive() )
pHitActor->onActionHostile( *this ); pHitActor->getAsChara()->onActionHostile( *this );
pHitActor->takeDamage( static_cast< uint32_t >( param1 ) ); pHitActor->getAsChara()->takeDamage( static_cast< uint32_t >( param1 ) );
// Debug // Debug
if ( isPlayer() ) if ( isPlayer() )
{ {
if ( pHitActor->isPlayer() ) if ( pHitActor->isPlayer() )
getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) + " (" + pHitActor->getName() + ")" ); getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) +
" (" + pHitActor->getAsChara()->getName() + ")" );
else else
getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) ); getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) );
} }
@ -734,7 +576,7 @@ void Core::Entity::Chara::handleScriptSkill( uint32_t type, uint16_t actionId, u
// todo: get proper packets: the following was just kind of thrown together from what we know. // todo: get proper packets: the following was just kind of thrown together from what we know.
// atm buggy (packets look "delayed" from client) // atm buggy (packets look "delayed" from client)
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeCharas(true), auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeActors(true),
actionInfoPtr, TargetFilter::Allies ); actionInfoPtr, TargetFilter::Allies );
for( auto pHitActor : actorsCollided ) for( auto pHitActor : actorsCollided )
@ -743,13 +585,14 @@ void Core::Entity::Chara::handleScriptSkill( uint32_t type, uint16_t actionId, u
effectPacket.data().effectTarget = pHitActor->getId(); effectPacket.data().effectTarget = pHitActor->getId();
sendToInRangeSet( effectPacket, true ); sendToInRangeSet( effectPacket, true );
pHitActor->heal( calculatedHeal ); pHitActor->getAsChara()->heal( calculatedHeal );
// Debug // Debug
if( isPlayer() ) if( isPlayer() )
{ {
if( pHitActor->isPlayer() ) if( pHitActor->isPlayer() )
getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) + " (" + pHitActor->getName() + ")" ); getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) +
" (" + pHitActor->getAsChara()->getName() + ")" );
else else
getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) ); getAsPlayer()->sendDebug( "AoE hit actor " + std::to_string( pHitActor->getId() ) );
} }
@ -972,3 +815,8 @@ bool Core::Entity::Chara::hasStatusEffect( uint32_t id )
return true; return true;
return false; return false;
} }
Chara::ModelType Chara::getModelType() const
{
return m_modelType;
}

View file

@ -49,6 +49,16 @@ public:
SMachine = 0x08 SMachine = 0x08
}; };
/*! ModelType as found in eventsystemdefine.exd */
enum ModelType : uint8_t
{
Human = 1,
DemiHuman = 2,
Monster = 3,
SharedGroup = 4,
Parts = 5
};
struct ActorStats struct ActorStats
{ {
uint32_t max_mp = 0; uint32_t max_mp = 0;
@ -132,6 +142,8 @@ protected:
Action::ActionPtr m_pCurrentAction; Action::ActionPtr m_pCurrentAction;
/*! Invincibility type */ /*! Invincibility type */
Common::InvincibilityType m_invincibilityType; Common::InvincibilityType m_invincibilityType;
/*! Type of model to use, humanoid for actors that use look data */
ModelType m_modelType;
/*! Status effects */ /*! Status effects */
const uint8_t MAX_STATUS_EFFECTS = 30; const uint8_t MAX_STATUS_EFFECTS = 30;
@ -139,9 +151,6 @@ protected:
std::vector< std::pair< uint8_t, uint32_t> > m_statusEffectList; std::vector< std::pair< uint8_t, uint32_t> > m_statusEffectList;
std::map< uint8_t, StatusEffect::StatusEffectPtr > m_statusEffectMap; std::map< uint8_t, StatusEffect::StatusEffectPtr > m_statusEffectMap;
std::set< CharaPtr > m_inRangeCharas;
std::set< PlayerPtr > m_inRangePlayers;
public: public:
Chara( ObjKind type ); Chara( ObjKind type );
@ -182,8 +191,6 @@ public:
std::string getName() const; std::string getName() const;
std::set< CharaPtr > getInRangeCharas( bool includeSelf = false );
bool face( const Common::FFXIVARR_POSITION3& p ); bool face( const Common::FFXIVARR_POSITION3& p );
Stance getStance() const; Stance getStance() const;
@ -201,6 +208,8 @@ public:
Common::ClassJob getClass() const; Common::ClassJob getClass() const;
ModelType getModelType() const;
uint8_t getClassAsInt() const; uint8_t getClassAsInt() const;
void setClass( Common::ClassJob classJob ); void setClass( Common::ClassJob classJob );
@ -233,8 +242,6 @@ public:
virtual void autoAttack( CharaPtr pTarget ); virtual void autoAttack( CharaPtr pTarget );
virtual void onRemoveInRangeChara( Chara& pActor ) {}
virtual void onDeath() {}; virtual void onDeath() {};
virtual void onDamageTaken( Chara& pSource ) {}; virtual void onDamageTaken( Chara& pSource ) {};
virtual void onActionHostile( Chara& source ) {}; virtual void onActionHostile( Chara& source ) {};
@ -253,29 +260,6 @@ public:
void setCurrentAction( Action::ActionPtr pAction ); void setCurrentAction( Action::ActionPtr pAction );
///// IN RANGE LOGIC /////
// check if another actor is in the actors in range set
bool isInRangeSet( CharaPtr pChara ) const;
CharaPtr getClosestChara();
void sendToInRangeSet( Network::Packets::GamePacketPtr pPacket, bool bToSelf = false );
// add an actor to in range set
void addInRangeChara( CharaPtr pChara );
// remove an actor from the in range set
void removeInRangeChara( Chara& chara );
// return true if there is at least one actor in the in range set
bool hasInRangeActor() const;
void removeFromInRange();
// clear the whole in range set, this does no cleanup
virtual void clearInRangeSet();
ZonePtr getCurrentZone() const; ZonePtr getCurrentZone() const;
void setCurrentZone( ZonePtr currZone ); void setCurrentZone( ZonePtr currZone );

View file

@ -80,6 +80,7 @@ Core::Entity::Player::Player() :
m_queuedZoneing = nullptr; m_queuedZoneing = nullptr;
m_status = ActorStatus::Idle; m_status = ActorStatus::Idle;
m_invincibilityType = InvincibilityType::InvincibilityNone; m_invincibilityType = InvincibilityType::InvincibilityNone;
m_modelType = ModelType::Human;
memset( m_questTracking, 0, sizeof( m_questTracking ) ); memset( m_questTracking, 0, sizeof( m_questTracking ) );
memset( m_name, 0, sizeof( m_name ) ); memset( m_name, 0, sizeof( m_name ) );
@ -819,10 +820,10 @@ void Core::Entity::Player::despawn( Entity::PlayerPtr pTarget )
pPlayer->queuePacket( ActorControlPacket143( getId(), DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) ); pPlayer->queuePacket( ActorControlPacket143( getId(), DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
} }
Core::Entity::CharaPtr Core::Entity::Player::lookupTargetById( uint64_t targetId ) Core::Entity::ActorPtr Core::Entity::Player::lookupTargetById( uint64_t targetId )
{ {
CharaPtr targetActor; ActorPtr targetActor;
auto inRange = getInRangeCharas(true); auto inRange = getInRangeActors(true);
for( auto actor : inRange ) for( auto actor : inRange )
{ {
if( actor->getId() == targetId ) if( actor->getId() == targetId )
@ -995,9 +996,9 @@ void Core::Entity::Player::update( int64_t currTime )
auto mainWeap = m_pInventory->getItemAt( Inventory::GearSet0, Inventory::EquipSlot::MainHand ); auto mainWeap = m_pInventory->getItemAt( Inventory::GearSet0, Inventory::EquipSlot::MainHand );
// @TODO i dislike this, iterating over all in range actors when you already know the id of the actor you need... // @TODO i dislike this, iterating over all in range actors when you already know the id of the actor you need...
for( auto actor : m_inRangeCharas ) for( auto actor : m_inRangeActor )
{ {
if( actor->getId() == m_targetId && actor->isAlive() && mainWeap ) if( actor->getId() == m_targetId && actor->getAsChara()->isAlive() && mainWeap )
{ {
// default autoattack range // default autoattack range
// TODO make this dependant on bnpc size // TODO make this dependant on bnpc size
@ -1017,7 +1018,7 @@ void Core::Entity::Player::update( int64_t currTime )
if( ( currTime - m_lastAttack ) > mainWeap->getDelay() ) if( ( currTime - m_lastAttack ) > mainWeap->getDelay() )
{ {
m_lastAttack = currTime; m_lastAttack = currTime;
autoAttack( actor ); autoAttack( actor->getAsChara() );
} }
} }

View file

@ -519,7 +519,7 @@ public:
bool actionHasCastTime( uint32_t actionId ); bool actionHasCastTime( uint32_t actionId );
Core::Entity::CharaPtr lookupTargetById( uint64_t targetId ); Core::Entity::ActorPtr lookupTargetById( uint64_t targetId );
bool isLogin() const; bool isLogin() const;
void setIsLogin( bool bIsLogin ); void setIsLogin( bool bIsLogin );

View file

@ -104,7 +104,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
", params: " + std::to_string( param1 ) + ", " + ", params: " + std::to_string( param1 ) + ", " +
std::to_string( param2 ) + ", " + std::to_string( param3 ) ); std::to_string( param2 ) + ", " + std::to_string( param3 ) );
Core::Entity::CharaPtr targetActor; Core::Entity::ActorPtr targetActor;
if( player.getId() == param3 ) if( player.getId() == param3 )
@ -113,7 +113,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
} }
else else
{ {
auto inRange = player.getInRangeCharas(); auto inRange = player.getInRangeActors();
for( auto actor : inRange ) for( auto actor : inRange )
{ {
if( actor->getId() == param3 ) if( actor->getId() == param3 )
@ -138,7 +138,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Race, param1 ); targetPlayer->setLookAt( CharaLook::Race, param1 );
player.sendNotice( "Race for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) ); player.sendNotice( "Race for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer ); targetPlayer->spawn( targetPlayer );
auto inRange = targetPlayer->getInRangeCharas(); auto inRange = targetPlayer->getInRangeActors();
for( auto actor : inRange ) for( auto actor : inRange )
{ {
targetPlayer->despawn( actor->getAsPlayer() ); targetPlayer->despawn( actor->getAsPlayer() );
@ -151,7 +151,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Tribe, param1 ); targetPlayer->setLookAt( CharaLook::Tribe, param1 );
player.sendNotice( "Tribe for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) ); player.sendNotice( "Tribe for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer ); targetPlayer->spawn( targetPlayer );
auto inRange = targetPlayer->getInRangeCharas(); auto inRange = targetPlayer->getInRangeActors();
for( auto actor : inRange ) for( auto actor : inRange )
{ {
targetPlayer->despawn( actor->getAsPlayer() ); targetPlayer->despawn( actor->getAsPlayer() );
@ -164,7 +164,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Gender, param1 ); targetPlayer->setLookAt( CharaLook::Gender, param1 );
player.sendNotice( "Sex for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) ); player.sendNotice( "Sex for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer ); targetPlayer->spawn( targetPlayer );
auto inRange = targetActor->getInRangeCharas(); auto inRange = targetActor->getInRangeActors();
for( auto actor : inRange ) for( auto actor : inRange )
{ {
targetPlayer->despawn( actor->getAsPlayer() ); targetPlayer->despawn( actor->getAsPlayer() );
@ -216,7 +216,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
} }
case GmCommand::Kill: case GmCommand::Kill:
{ {
targetActor->takeDamage( 9999999 ); targetActor->getAsChara()->takeDamage( 9999999 );
player.sendNotice( "Killed " + std::to_string( targetActor->getId() ) ); player.sendNotice( "Killed " + std::to_string( targetActor->getId() ) );
break; break;
} }
@ -266,10 +266,10 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
} }
case GmCommand::Inv: case GmCommand::Inv:
{ {
if( targetActor->getInvincibilityType() == Common::InvincibilityType::InvincibilityRefill ) if( targetActor->getAsChara()->getInvincibilityType() == Common::InvincibilityType::InvincibilityRefill )
targetActor->setInvincibilityType( Common::InvincibilityType::InvincibilityNone ); targetActor->getAsChara()->setInvincibilityType( Common::InvincibilityType::InvincibilityNone );
else else
targetActor->setInvincibilityType( Common::InvincibilityType::InvincibilityRefill ); targetActor->getAsChara()->setInvincibilityType( Common::InvincibilityType::InvincibilityRefill );
player.sendNotice( "Invincibility for " + targetPlayer->getName() + player.sendNotice( "Invincibility for " + targetPlayer->getName() +
" was switched." ); " was switched." );
@ -439,10 +439,10 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
case GmCommand::Jump: case GmCommand::Jump:
{ {
auto inRange = player.getInRangeCharas(); auto inRange = player.getInRangeActors();
player.changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z, player.changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z,
targetActor->getRotation() ); targetActor->getRot() );
player.sendNotice( "Jumping to " + targetPlayer->getName() + " in range." ); player.sendNotice( "Jumping to " + targetPlayer->getName() + " in range." );
break; break;

View file

@ -75,7 +75,7 @@ void Core::Network::GameConnection::skillHandler( const Packets::GamePacket& inP
} }
else else
{ {
Core::Entity::CharaPtr targetActor = player.getAsPlayer(); Core::Entity::ActorPtr targetActor = player.getAsPlayer();
if( targetId != player.getId() ) if( targetId != player.getId() )
{ {
targetActor = player.lookupTargetById( targetId ); targetActor = player.lookupTargetById( targetId );
@ -83,11 +83,11 @@ void Core::Network::GameConnection::skillHandler( const Packets::GamePacket& inP
if( !player.actionHasCastTime( action ) ) if( !player.actionHasCastTime( action ) )
{ {
g_scriptMgr.onCastFinish( player, targetActor, action ); g_scriptMgr.onCastFinish( player, targetActor->getAsChara(), action );
} }
else else
{ {
auto pActionCast = Action::make_ActionCast( player.getAsPlayer(), targetActor, action ); auto pActionCast = Action::make_ActionCast( player.getAsPlayer(), targetActor->getAsChara(), action );
player.setCurrentAction( pActionCast ); player.setCurrentAction( pActionCast );
player.sendDebug( "setCurrentAction()" ); player.sendDebug( "setCurrentAction()" );
player.getCurrentAction()->onStart(); player.getCurrentAction()->onStart();

View file

@ -76,7 +76,7 @@ namespace Server {
//m_data.u23 = 0x04; //m_data.u23 = 0x04;
//m_data.u24 = 256; //m_data.u24 = 256;
m_data.state = static_cast< uint8_t >( player.getStatus() ); m_data.state = static_cast< uint8_t >( player.getStatus() );
m_data.type = 1; m_data.modelType = player.getModelType();
if( target.getId() == player.getId() ) if( target.getId() == player.getId() )
{ {
m_data.spawnIndex = 0x00; m_data.spawnIndex = 0x00;

View file

@ -602,27 +602,15 @@ void Core::Zone::updateInRangeSet( Entity::CharaPtr pChara, Cell* pCell )
// Add if range == 0 or distance is withing range. // Add if range == 0 or distance is withing range.
if( isInRange && !isInRangeSet ) if( isInRange && !isInRangeSet )
{ {
if( pChara->isPlayer() )
{
auto pOwnPlayer = pChara->getAsPlayer();
if( !pOwnPlayer->isLoadingComplete() )
continue;
// spawn the actor for the player if( pChara->isPlayer() && !pChara->getAsPlayer()->isLoadingComplete() )
pCurAct->spawn( pOwnPlayer ); continue;
}
if( pCurAct->isPlayer() ) if( pCurAct->isPlayer() && !pCurAct->getAsPlayer()->isLoadingComplete() )
{ continue;
auto pPlayer = pCurAct->getAsPlayer();
if( !pPlayer->isLoadingComplete() )
continue;
pChara->spawn( pPlayer ); pChara->addInRangeActor( pCurAct );
} pCurAct->addInRangeActor( pChara );
pChara->addInRangeChara( pCurAct );
pCurAct->addInRangeChara( pChara );
// this is a hack to limit actor spawn in one packetset // this is a hack to limit actor spawn in one packetset
if( count++ > 12 ) if( count++ > 12 )
@ -630,8 +618,8 @@ void Core::Zone::updateInRangeSet( Entity::CharaPtr pChara, Cell* pCell )
} }
else if( !isInRange && isInRangeSet ) else if( !isInRange && isInRangeSet )
{ {
pCurAct->removeInRangeChara( *pChara ); pCurAct->removeInRangeActor( *pChara );
pChara->removeInRangeChara( *pCurAct ); pChara->removeInRangeActor( *pCurAct );
} }
} }
} }