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Even more refactoring for cleaner code

This commit is contained in:
Mordred 2017-11-28 17:43:00 +01:00
parent ff0f793cb9
commit 8174d4082c
13 changed files with 47 additions and 39 deletions

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@ -12,7 +12,7 @@ Core::Action::Action::~Action()
}
uint32_t Core::Action::Action::getId() const
uint16_t Core::Action::Action::getId() const
{
return m_id;
}

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@ -13,7 +13,7 @@ namespace Core { namespace Action {
Action();
virtual ~Action();
uint32_t getId() const;
uint16_t getId() const;
Common::HandleActionType getHandleActionType() const;
@ -41,7 +41,7 @@ namespace Core { namespace Action {
virtual bool update();
protected:
uint32_t m_id;
uint16_t m_id;
Common::HandleActionType m_handleActionType;
uint64_t m_startTime;

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@ -26,7 +26,7 @@ Core::Action::ActionCast::ActionCast()
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint32_t actionId )
Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint16_t actionId )
{
m_startTime = 0;
m_id = actionId;
@ -37,10 +37,7 @@ Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr
m_bInterrupt = false;
}
Core::Action::ActionCast::~ActionCast()
{
}
Core::Action::ActionCast::~ActionCast() = default;
void Core::Action::ActionCast::onStart()
{

View file

@ -14,7 +14,7 @@ namespace Core { namespace Action {
ActionCast();
~ActionCast();
ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint32_t actionId );
ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint16_t actionId );
void onStart() override;
void onFinish() override;

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@ -50,7 +50,10 @@ bool ActionCollision::isActorApplicable( ActorPtr actorPtr, TargetFilter targetF
return ( actorApplicable && actorPtr->isAlive() );
}
std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition, std::set< ActorPtr > actorsInRange, boost::shared_ptr< Core::Data::ActionInfo > actionInfo, TargetFilter targetFilter )
std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition,
std::set< ActorPtr > actorsInRange,
boost::shared_ptr< Core::Data::ActionInfo > actionInfo,
TargetFilter targetFilter )
{
std::set< ActorPtr > actorsCollided;

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@ -23,11 +23,17 @@ namespace Core {
public:
static bool isActorApplicable( ActorPtr actorPtr, TargetFilter targetFilter );
static std::set< ActorPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition, std::set< ActorPtr > actorsInRange, boost::shared_ptr< Data::ActionInfo > actionInfo, TargetFilter targetFilter );
static std::set< ActorPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition,
std::set< ActorPtr > actorsInRange,
boost::shared_ptr< Data::ActionInfo > actionInfo,
TargetFilter targetFilter );
private:
static bool radiusCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition, uint16_t radius );
static bool boxCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition, uint16_t width, uint16_t height );
static bool radiusCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition,
uint16_t radius );
static bool boxCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition,
uint16_t width, uint16_t height );
};

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@ -26,7 +26,7 @@ Core::Action::ActionMount::ActionMount()
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::ActionMount::ActionMount( Entity::ActorPtr pActor, uint32_t mountId )
Core::Action::ActionMount::ActionMount( Entity::ActorPtr pActor, uint16_t mountId )
{
m_startTime = 0;
m_id = mountId;
@ -54,7 +54,8 @@ void Core::Action::ActionMount::onStart()
castPacket.data().action_id = m_id;
castPacket.data().skillType = Common::SkillType::MountSkill;
castPacket.data().unknown_1 = m_id;
castPacket.data().cast_time = static_cast< float >( m_castTime / 1000 ); // This is used for the cast bar above the target bar of the caster.
// This is used for the cast bar above the target bar of the caster.
castPacket.data().cast_time = static_cast< float >( m_castTime / 1000 );
castPacket.data().target_id = m_pSource->getAsPlayer()->getId();
m_pSource->sendToInRangeSet( castPacket, true );
@ -101,7 +102,7 @@ void Core::Action::ActionMount::onInterrupt()
m_pSource->getAsPlayer()->sendStateFlags();
auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt,
0x219, 1, m_id, 0 );
0x219, 1, m_id, 0 );
// Note: When cast interrupt from taking too much damage, set the last value to 1. This enables the cast interrupt effect. Example:
// auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, 0 );

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@ -14,7 +14,7 @@ namespace Core { namespace Action {
ActionMount();
~ActionMount();
ActionMount( Entity::ActorPtr pActor, uint32_t mountId );
ActionMount( Entity::ActorPtr pActor, uint16_t mountId );
void onStart() override;
void onFinish() override;

View file

@ -90,7 +90,7 @@ void Core::Action::ActionTeleport::onFinish()
effectPacket.data().actionTextId = 5;
effectPacket.data().unknown_5 = 1;
effectPacket.data().numEffects = 1;
effectPacket.data().rotation = static_cast< uint16_t >( 0x8000 * ((pPlayer->getRotation() + 3.1415926)) / 3.1415926 );
effectPacket.data().rotation = static_cast< uint16_t >( 0x8000 * ( (pPlayer->getRotation() + 3.1415926) ) / 3.1415926 );
effectPacket.data().effectTarget = pPlayer->getId();
pPlayer->sendToInRangeSet( effectPacket, true );
@ -108,7 +108,7 @@ void Core::Action::ActionTeleport::onInterrupt()
m_pSource->getAsPlayer()->sendStateFlags();
auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt,
0x219, 0x04, m_id, 0 );
0x219, 0x04, m_id, 0 );
m_pSource->sendToInRangeSet( control, true );
}

View file

@ -22,7 +22,7 @@ Core::Action::EventItemAction::EventItemAction()
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::EventItemAction::EventItemAction( Entity::ActorPtr pActor, uint32_t eventId, uint32_t action,
Core::Action::EventItemAction::EventItemAction( Entity::ActorPtr pActor, uint32_t eventId, uint16_t action,
ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional )
{
m_additional = additional;
@ -37,10 +37,7 @@ Core::Action::EventItemAction::EventItemAction( Entity::ActorPtr pActor, uint32_
m_bInterrupt = false;
}
Core::Action::EventItemAction::~EventItemAction()
{
}
Core::Action::EventItemAction::~EventItemAction() = default;
void Core::Action::EventItemAction::onStart()
{

View file

@ -13,7 +13,7 @@ namespace Core { namespace Action {
EventItemAction();
~EventItemAction();
EventItemAction( Entity::ActorPtr pActor, uint32_t eventId, uint32_t action,
EventItemAction( Entity::ActorPtr pActor, uint32_t eventId, uint16_t action,
ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional );
void onStart() override;

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@ -210,7 +210,6 @@ void Core::Entity::Actor::setInvincibilityType( Common::InvincibilityType type )
m_invincibilityType = type;
}
/*! \return current status of the actor */
Core::Entity::Actor::ActorStatus Core::Entity::Actor::getStatus() const
{
@ -450,7 +449,7 @@ Core::Entity::ActorPtr Core::Entity::Actor::getClosestActor()
// arbitrary high number
float minDistance = 10000;
for( auto pCurAct : m_inRangeActors )
for( const auto& pCurAct : m_inRangeActors )
{
float distance = Math::Util::distance( getPos().x,
getPos().y,
@ -492,11 +491,11 @@ void Core::Entity::Actor::sendToInRangeSet( Network::Packets::GamePacketPtr pPac
if( m_inRangePlayers.empty() )
return;
for( auto pCurAct : m_inRangePlayers )
for( const auto &pCurAct : m_inRangePlayers )
{
assert( pCurAct );
pPacket->setValAt<uint32_t>( 0x04, m_id );
pPacket->setValAt<uint32_t>( 0x08, pCurAct->m_id );
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 );
}
@ -625,8 +624,8 @@ void Core::Entity::Actor::autoAttack( ActorPtr pTarget )
m_lastAttack = tick;
srand( static_cast< uint32_t >( tick ) );
uint32_t damage = 10 + rand() % 12;
uint32_t variation = 0 + rand() % 4;
uint16_t damage = static_cast< uint16_t >( 10 + rand() % 12 );
uint32_t variation = static_cast< uint32_t >( 0 + rand() % 4 );
ZoneChannelPacket< FFXIVIpcEffect > effectPacket( getId() );
effectPacket.data().targetId = pTarget->getId();
@ -657,7 +656,8 @@ ChaiScript Skill Handler.
\param GamePacketPtr to send
\param bool should be send to self?
*/
void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& pTarget )
void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, uint64_t param1,
uint64_t param2, Entity::Actor& pTarget )
{
if ( isPlayer() )
@ -709,14 +709,16 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint32_t actionId, u
else
{
std::set< ActorPtr > actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ), actionInfoPtr, TargetFilter::Enemies );
auto actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ),
actionInfoPtr, TargetFilter::Enemies );
for ( auto pHitActor : actorsCollided )
for ( const auto& pHitActor : actorsCollided )
{
effectPacket.data().targetId = pHitActor->getId();
effectPacket.data().effectTarget = pHitActor->getId();
sendToInRangeSet( effectPacket, true ); // todo: send to range of what? ourselves? when mob script hits this is going to be lacking
// todo: send to range of what? ourselves? when mob script hits this is going to be lacking
sendToInRangeSet( effectPacket, true );
pHitActor->takeDamage( static_cast< uint32_t >( param1 ) );
@ -756,9 +758,11 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint32_t actionId, u
}
else
{
// todo: get proper packets: the following was just kind of thrown together from what we know. atm buggy (packets look "delayed" from client)
// todo: get proper packets: the following was just kind of thrown together from what we know.
// atm buggy (packets look "delayed" from client)
std::set< ActorPtr > actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ), actionInfoPtr, TargetFilter::Allies );
auto actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ),
actionInfoPtr, TargetFilter::Allies );
for ( auto pHitActor : actorsCollided )
{

View file

@ -249,7 +249,7 @@ public:
void setStatus( ActorStatus status );
void handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& target );
void handleScriptSkill( uint32_t type, uint16_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& target );
virtual void autoAttack( ActorPtr pTarget );