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Some refactoring and TODO tags

This commit is contained in:
Mordred 2017-10-01 18:38:58 +02:00
parent 598d038aea
commit dda9fb2cc6
4 changed files with 62 additions and 63 deletions

View file

@ -54,6 +54,7 @@ Core::Entity::BattleNpc::BattleNpc( uint32_t modelId, uint32_t nameid, const Com
m_type = ActorType::BattleNpc;
m_mode = MODE_IDLE;
m_targetId = INVALID_GAME_OBJECT_ID;
m_maxHp = 150;
m_maxMp = 100;
@ -229,7 +230,7 @@ void Core::Entity::BattleNpc::setOwner( Core::Entity::PlayerPtr pPlayer )
}
else
{
GamePacketNew< FFXIVIpcActorOwner, ServerZoneIpcType > setOwnerPacket(getId(), INVALID_GAME_OBJECT_ID);
GamePacketNew< FFXIVIpcActorOwner, ServerZoneIpcType > setOwnerPacket(getId(), INVALID_GAME_OBJECT_ID );
setOwnerPacket.data().type = 0x01;
setOwnerPacket.data().actorId = INVALID_GAME_OBJECT_ID;
sendToInRangeSet( setOwnerPacket );
@ -251,15 +252,15 @@ bool Core::Entity::BattleNpc::moveTo( Common::FFXIVARR_POSITION3& pos )
// reached destination
return true;
float rot = Math::Util::calcAngFrom(getPos().x, getPos().z, pos.x, pos.z);
float rot = Math::Util::calcAngFrom( getPos().x, getPos().z, pos.x, pos.z );
float newRot = PI - rot + (PI / 2);
face( pos );
float angle = Math::Util::calcAngFrom( getPos().x, getPos().z, pos.x, pos.z ) + PI;
float x = static_cast< float >( cosf(angle) * 1.1f );
float x = static_cast< float >( cosf( angle ) * 1.1f );
float y = ( getPos().y + pos.y ) * 0.5f; // fake value while there is no collision
float z = static_cast< float >( sinf(angle) * 1.1f );
float z = static_cast< float >( sinf( angle ) * 1.1f );
Common::FFXIVARR_POSITION3 newPos;

View file

@ -113,7 +113,6 @@ uint32_t CalcBattle::calculateMaxMp( PlayerPtr pPlayer )
return result;
}
uint32_t CalcBattle::calculateHealValue( PlayerPtr pPlayer, uint32_t potency )
{
auto classInfoIt = g_exdData.m_classJobInfoMap.find( pPlayer->getClass() );

View file

@ -192,7 +192,7 @@ void Core::Entity::Player::prepareZoning( uint16_t targetZone, bool fadeOut, uin
preparePacket.data().targetZone = targetZone;
preparePacket.data().fadeOutTime = fadeOutTime;
preparePacket.data().animation = animation;
preparePacket.data().fadeOut = fadeOut == true ? 1 : 0;
preparePacket.data().fadeOut = static_cast< uint8_t >( fadeOut ? 1 : 0 );
queuePacket( preparePacket );
}
@ -398,7 +398,7 @@ void Core::Entity::Player::setZone( uint32_t zoneId )
if( isLogin() )
{
GamePacketNew< FFXIVIpcCFAvailableContents, ServerZoneIpcType > contentFinderList( getId() );
for( auto i = 0; i < 72; i++ )
for( auto i = 0; i < sizeof( contentFinderList.data().contents ); i++ )
{
// unlock all contents for now
contentFinderList.data().contents[i] = 0xFF;
@ -632,7 +632,9 @@ void Core::Entity::Player::gainExp( uint32_t amount )
if( ( currentExp + amount ) >= neededExpToLevel )
{
// levelup
amount = ( currentExp + amount - neededExpToLevel ) > neededExpToLevelplus1 ? neededExpToLevelplus1 - 1 : ( currentExp + amount - neededExpToLevel );
amount = ( currentExp + amount - neededExpToLevel ) > neededExpToLevelplus1 ?
neededExpToLevelplus1 - 1 :
( currentExp + amount - neededExpToLevel );
setExp( amount );
gainLevel();
queuePacket( ActorControlPacket143( getId(), UpdateUiExp, static_cast< uint8_t >( getClass() ), amount ) );
@ -791,50 +793,6 @@ void Core::Entity::Player::setLevelForClass( uint8_t level, Core::Common::ClassJ
setSyncFlag( PlayerSyncFlags::ExpLevel );
}
void Core::Entity::Player::eventActionStart( uint32_t eventId,
uint32_t action,
ActionCallback finishCallback,
ActionCallback interruptCallback,
uint64_t additional )
{
Action::ActionPtr pEventAction( new Action::EventAction( shared_from_this(), eventId, action,
finishCallback, interruptCallback, additional ) );
setCurrentAction( pEventAction );
auto pEvent = getEvent( eventId );
if( !pEvent && getEventCount() )
{
// We're trying to play a nested event, need to start it first.
eventStart( getId(), eventId, Event::Event::Nest, 0, 0 );
pEvent = getEvent( eventId );
}
else if( !pEvent )
{
g_log.error( "Could not find event " + std::to_string( eventId ) + ", event has not been started!" );
return;
}
if( pEvent )
pEvent->setPlayedScene( true );
pEventAction->onStart();
}
void Core::Entity::Player::eventItemActionStart( uint32_t eventId,
uint32_t action,
ActionCallback finishCallback,
ActionCallback interruptCallback,
uint64_t additional )
{
Action::ActionPtr pEventItemAction( new Action::EventItemAction( shared_from_this(), eventId, action,
finishCallback, interruptCallback, additional ) );
setCurrentAction( pEventItemAction );
pEventItemAction->onStart();
}
void Core::Entity::Player::sendModel()
{
ModelEquipPacket modelEquip( getAsPlayer() );
@ -973,7 +931,7 @@ void Core::Entity::Player::setGcRankAt( uint8_t index, uint8_t rank )
setSyncFlag( PlayerSyncFlags::GC );
}
const uint8_t * Core::Entity::Player::getStateFlags() const
const uint8_t* Core::Entity::Player::getStateFlags() const
{
return m_stateFlags;
}
@ -1086,21 +1044,16 @@ void Core::Entity::Player::update( int64_t currTime )
m_lastUpdate = currTime;
// @TODO needs to happen in a if check. Don't want autoattacking while an action is being performed.
if( !checkAction() )
{
if( m_targetId )
if( m_targetId && m_currentStance == Entity::Actor::Stance::Active && isAutoattackOn() )
{
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...
for( auto actor : m_inRangeActors )
{
if( isAutoattackOn() &&
actor->getId() == m_targetId &&
actor->isAlive() &&
mainWeap &&
m_currentStance == Entity::Actor::Stance::Active
)
if( actor->getId() == m_targetId && actor->isAlive() && mainWeap )
{
// default autoattack range
// TODO make this dependant on bnpc size
@ -1644,9 +1597,7 @@ uint32_t Core::Entity::Player::getCFPenaltyMinutes() const
// check if penalty timestamp already passed current time
if (currentTimestamp > endTimestamp)
{
return 0;
}
auto deltaTime = endTimestamp - currentTimestamp;
return static_cast< uint32_t > ( ceil( static_cast< float > (deltaTime) / 60 ) );

View file

@ -18,6 +18,10 @@
#include "src/servers/Server_Zone/Network/PacketWrappers/EventPlayPacket.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/EventFinishPacket.h"
#include "src/servers/Server_Zone/Action/EventAction.h"
#include "src/servers/Server_Zone/Action/EventItemAction.h"
#include "src/servers/Server_Zone/Event/Event.h"
#include "src/servers/Server_Zone/Event/Event.h"
#include "Server_Zone/ServerZone.h"
@ -230,6 +234,50 @@ void Core::Entity::Player::eventFinish( uint32_t eventId, uint32_t freePlayer )
}
}
void Core::Entity::Player::eventActionStart( uint32_t eventId,
uint32_t action,
ActionCallback finishCallback,
ActionCallback interruptCallback,
uint64_t additional )
{
Action::ActionPtr pEventAction( new Action::EventAction( shared_from_this(), eventId, action,
finishCallback, interruptCallback, additional ) );
setCurrentAction( pEventAction );
auto pEvent = getEvent( eventId );
if( !pEvent && getEventCount() )
{
// We're trying to play a nested event, need to start it first.
eventStart( getId(), eventId, Event::Event::Nest, 0, 0 );
pEvent = getEvent( eventId );
}
else if( !pEvent )
{
g_log.error( "Could not find event " + std::to_string( eventId ) + ", event has not been started!" );
return;
}
if( pEvent )
pEvent->setPlayedScene( true );
pEventAction->onStart();
}
void Core::Entity::Player::eventItemActionStart( uint32_t eventId,
uint32_t action,
ActionCallback finishCallback,
ActionCallback interruptCallback,
uint64_t additional )
{
Action::ActionPtr pEventItemAction( new Action::EventItemAction( shared_from_this(), eventId, action,
finishCallback, interruptCallback, additional ) );
setCurrentAction( pEventItemAction );
pEventItemAction->onStart();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Core::Entity::Player::onLogin()