#include #include #include #include #include #include #include #include #include #include #include #include #include "Zone.h" #include "InstanceContent.h" #include "TerritoryMgr.h" #include "Session.h" #include "Actor/Chara.h" #include "Actor/Player.h" #include "Forwards.h" #include "Network/GameConnection.h" #include "ServerZone.h" #include "Script/ScriptManager.h" #include "CellHandler.h" #include extern Core::Logger g_log; extern Core::ServerZone g_serverZone; extern Core::Data::ExdDataGenerated g_exdDataGen; extern Core::Scripting::ScriptManager g_scriptMgr; extern Core::TerritoryMgr g_territoryMgr; using namespace Core::Common; using namespace Core::Network::Packets; using namespace Core::Network::Packets::Server; /** * \brief */ Core::Zone::Zone() : m_territoryId( 0 ), m_guId( 0 ), m_currentWeather( Weather::FairSkies ), m_weatherOverride( Weather::None ), m_lastMobUpdate( 0 ), m_currentFestivalId( 0 ), m_nextEObjId( 0x400D0000 ) { } Core::Zone::Zone( uint16_t territoryId, uint32_t guId, const std::string& internalName, const std::string& placeName ) : m_currentWeather( Weather::FairSkies ) { m_guId = guId; m_territoryId = territoryId; m_internalName = internalName; m_placeName = placeName; m_lastMobUpdate = 0; m_weatherOverride = Weather::None; m_territoryTypeInfo = g_exdDataGen.get< Core::Data::TerritoryType >( territoryId ); loadWeatherRates(); m_currentWeather = getNextWeather(); } void Core::Zone::loadWeatherRates() { if( !m_territoryTypeInfo ) { g_log.error( std::string( __FUNCTION__ ) + " TerritoryTypeInfo not loaded!" ); return; } uint8_t weatherRateId = m_territoryTypeInfo->weatherRate > g_exdDataGen.getWeatherRateIdList().size() ? uint8_t{ 0 } : m_territoryTypeInfo->weatherRate; uint8_t sumPc = 0; auto weatherRateFields = g_exdDataGen.m_WeatherRateDat.get_row( weatherRateId ); for( size_t i = 0; i < 16; ) { int32_t weatherId = boost::get< int32_t >( weatherRateFields[i] ); if( weatherId == 0 ) break; sumPc += boost::get< uint8_t >( weatherRateFields[i + 1] ); m_weatherRateMap[sumPc] = weatherId; i += 2; } } Core::Zone::~Zone() { } bool Core::Zone::init() { if( g_scriptMgr.onZoneInit( shared_from_this() ) ) { // all good } return true; } void Core::Zone::setWeatherOverride( Weather weather ) { m_weatherOverride = weather; } Weather Core::Zone::getCurrentWeather() const { return m_currentWeather; } uint16_t Core::Zone::getCurrentFestival() const { return m_currentFestivalId; } void Core::Zone::setCurrentFestival( uint16_t festivalId ) { m_currentFestivalId = festivalId; } void Core::Zone::loadCellCache() { } Weather Core::Zone::getNextWeather() { uint32_t unixTime = static_cast< uint32_t >( Util::getTimeSeconds() ); // Get Eorzea hour for weather start uint32_t bell = unixTime / 175; // Do the magic 'cause for calculations 16:00 is 0, 00:00 is 8 and 08:00 is 16 int32_t increment = ( ( bell + 8 - ( bell % 8 ) ) ) % 24; // Take Eorzea days since unix epoch uint32_t totalDays = ( unixTime / 4200 ); uint32_t calcBase = ( totalDays * 0x64 ) + increment; uint32_t step1 = ( calcBase << 0xB ) ^ calcBase; uint32_t step2 = ( step1 >> 8 ) ^ step1; auto rate = static_cast< uint8_t >( step2 % 0x64 ); for( auto entry : m_weatherRateMap ) { uint8_t sRate = entry.first; auto weatherId = static_cast< Weather >( entry.second ); if( rate <= sRate ) return weatherId; } return Weather::FairSkies; } void Core::Zone::pushActor( Entity::ActorPtr pActor ) { float mx = pActor->getPos().x; float my = pActor->getPos().z; uint32_t cx = getPosX( mx ); uint32_t cy = getPosY( my ); Cell* pCell = getCellPtr(cx, cy); if( !pCell ) { pCell = create( cx, cy ); pCell->init( cx, cy, shared_from_this() ); } pCell->addActor( pActor ); pActor->setCell( pCell ); uint32_t cellX = getPosX( pActor->getPos().x ); uint32_t cellY = getPosY( pActor->getPos().z ); uint32_t endX = cellX <= _sizeX ? cellX + 1 : ( _sizeX - 1 ); uint32_t endY = cellY <= _sizeY ? cellY + 1 : ( _sizeY - 1 ); uint32_t startX = cellX > 0 ? cellX - 1 : 0; uint32_t startY = cellY > 0 ? cellY - 1 : 0; uint32_t posX, posY; for( posX = startX; posX <= endX; ++posX ) { for( posY = startY; posY <= endY; ++posY ) { pCell = getCellPtr(posX, posY); if( pCell ) updateInRangeSet( pActor, pCell ); } } if( pActor->isPlayer() ) { auto pPlayer = pActor->getAsPlayer(); auto pSession = g_serverZone.getSession( pPlayer->getId() ); if( pSession ) m_sessionSet.insert( pSession ); m_playerMap[pPlayer->getId()] = pPlayer; updateCellActivity( cx, cy, 2 ); } } void Core::Zone::removeActor( Entity::ActorPtr pActor ) { auto pCell = pActor->getCellPtr(); if( pCell ) { pCell->removeActor( pActor ); pCell = nullptr; } if( pActor->isPlayer() ) { // If it's a player and he's inside boundaries - update his nearby cells if( pActor->getPos().x <= _maxX && pActor->getPos().x >= _minX && pActor->getPos().z <= _maxY && pActor->getPos().z >= _minY ) { uint32_t x = getPosX( pActor->getPos().x ); uint32_t y = getPosY( pActor->getPos().z ); updateCellActivity( x, y, 3 ); } m_playerMap.erase( pActor->getId() ); onLeaveTerritory( *pActor->getAsPlayer() ); } // remove from lists of other actors pActor->removeFromInRange(); pActor->clearInRangeSet(); } void Core::Zone::queueOutPacketForRange( Entity::Player& sourcePlayer, uint32_t range, GamePacketPtr pPacketEntry ) { if( g_territoryMgr.isPrivateTerritory( getTerritoryId() ) ) return; for( auto entry : m_playerMap ) { auto player = entry.second; float distance = Math::Util::distance( sourcePlayer.getPos().x, sourcePlayer.getPos().y, sourcePlayer.getPos().z, player->getPos().x, player->getPos().y, player->getPos().z ); if( ( distance < range ) && sourcePlayer.getId() != player->getId() ) { auto pSession = g_serverZone.getSession( player->getId() ); pPacketEntry->setValAt< uint32_t >( 0x08, player->getId() ); if( pSession ) pSession->getZoneConnection()->queueOutPacket( pPacketEntry ); } } } uint32_t Core::Zone::getTerritoryId() const { return m_territoryId; } uint32_t Core::Zone::getGuId() const { return m_guId; } const std::string& Core::Zone::getName() const { return m_placeName; } const std::string& Core::Zone::getInternalName() const { return m_internalName; } std::size_t Core::Zone::getPopCount() const { return m_playerMap.size(); } bool Core::Zone::checkWeather() { if( m_weatherOverride != Weather::None ) { if( m_weatherOverride != m_currentWeather ) { m_currentWeather = m_weatherOverride; g_log.debug( "[Zone:" + m_internalName + "] overriding weather to : " + std::to_string( static_cast< uint8_t >( m_weatherOverride ) ) ); return true; } } else { auto nextWeather = getNextWeather(); if( nextWeather != m_currentWeather ) { m_currentWeather = nextWeather; g_log.debug( "[Zone:" + m_internalName + "] changing weather to : " + std::to_string( static_cast< uint8_t >( nextWeather ) ) ); return true; } } return false; } /* void Core::Zone::updateBnpcs( int64_t tickCount ) { if( ( tickCount - m_lastMobUpdate ) > 250 ) { m_lastMobUpdate = tickCount; uint32_t currTime = static_cast< uint32_t >( time( nullptr ) ); for( auto it3 = m_BattleNpcDeadMap.begin(); it3 != m_BattleNpcDeadMap.end(); ++it3 ) { Entity::BattleNpcPtr pBNpc = *it3; if( ( currTime - pBNpc->getTimeOfDeath() ) > 60 ) { pBNpc->resetHp(); pBNpc->resetMp(); pBNpc->resetPos(); pushActor( pBNpc ); m_BattleNpcDeadMap.erase( it3 ); break; } } for( auto entry : m_BattleNpcMap ) { Entity::BattleNpcPtr pBNpc = entry.second; if( !pBNpc ) continue; if( !pBNpc->isAlive() && currTime - pBNpc->getTimeOfDeath() > ( 10 ) ) { removeActor( pBNpc ); m_BattleNpcDeadMap.insert( pBNpc ); break; } pBNpc->update( tickCount ); } } } */ bool Core::Zone::update( uint32_t currTime ) { int64_t tickCount = Util::getTimeMs(); //TODO: this should be moved to a updateWeather call and pulled out of updateSessions bool changedWeather = checkWeather(); updateSessions( changedWeather ); //updateBnpcs( tickCount ); onUpdate( currTime ); return true; } void Core::Zone::updateSessions( bool changedWeather ) { auto it = m_sessionSet.begin(); // update sessions in this zone for( ; it != m_sessionSet.end(); ) { auto pSession = ( *it ); if( !pSession ) { it = m_sessionSet.erase(it ); continue; } auto pPlayer = pSession->getPlayer(); // this session is not linked to this area anymore, remove it from zone session list if( ( !pPlayer->getCurrentZone() ) || ( pPlayer->getCurrentZone() != shared_from_this() ) ) { if( pPlayer->getCellPtr() ) removeActor( pSession->getPlayer() ); it = m_sessionSet.erase(it ); continue; } if( changedWeather ) { ZoneChannelPacket< FFXIVIpcWeatherChange > weatherChangePacket( pPlayer->getId() ); weatherChangePacket.data().weatherId = static_cast< uint8_t >( m_currentWeather ); weatherChangePacket.data().delay = 5.0f; pSession->getPlayer()->queuePacket( weatherChangePacket ); } // perform session duties pSession->update(); ++it; } } bool Core::Zone::isCellActive( uint32_t x, uint32_t y ) { uint32_t endX = ( ( x + 1 ) <= _sizeX ) ? x + 1 : ( _sizeX - 1 ); uint32_t endY = ( ( y + 1 ) <= _sizeY ) ? y + 1 : ( _sizeY - 1 ); uint32_t startX = x > 0 ? x - 1 : 0; uint32_t startY = y > 0 ? y - 1 : 0; uint32_t posX; uint32_t posY; Cell* pCell; for( posX = startX; posX <= endX; posX++ ) { for( posY = startY; posY <= endY; posY++ ) { pCell = getCellPtr(posX, posY); if( pCell && ( pCell->hasPlayers() || pCell->isForcedActive() ) ) return true; } } return false; } void Core::Zone::updateCellActivity( uint32_t x, uint32_t y, int32_t radius ) { uint32_t endX = ( x + radius ) <= _sizeX ? x + radius : ( _sizeX - 1 ); uint32_t endY = ( y + radius ) <= _sizeY ? y + radius : ( _sizeY - 1 ); uint32_t startX = x - radius > 0 ? x - radius : 0; uint32_t startY = y - radius > 0 ? y - radius : 0; uint32_t posX, posY; Cell* pCell; for( posX = startX; posX <= endX; posX++ ) { for( posY = startY; posY <= endY; posY++ ) { pCell = getCellPtr(posX, posY); if( !pCell ) { if( isCellActive( posX, posY ) ) { pCell = create( posX, posY ); pCell->init( posX, posY, shared_from_this() ); pCell->setActivity( true ); assert( !pCell->isLoaded() ); } } else { //Cell is now active if( isCellActive( posX, posY ) && !pCell->isActive() ) { pCell->setActivity( true ); if( !pCell->isLoaded() ) { } } else if( !isCellActive( posX, posY ) && pCell->isActive() ) pCell->setActivity( false ); } } } } void Core::Zone::updateActorPosition( Entity::Actor &actor ) { if( actor.getCurrentZone() != shared_from_this() ) return; //actor.checkInRangeActors(); uint32_t cellX = getPosX( actor.getPos().x ); uint32_t cellY = getPosY( actor.getPos().z ); if( cellX >= _sizeX || cellY >= _sizeY ) return; auto pCell = getCellPtr(cellX, cellY); auto pOldCell = actor.getCellPtr(); if( !pCell ) { pCell = create( cellX, cellY ); pCell->init( cellX, cellY, shared_from_this() ); } // If object moved cell if( pCell != pOldCell ) { if( pOldCell ) pOldCell->removeActor( actor.shared_from_this() ); pCell->addActor( actor.shared_from_this() ); pOldCell = pCell; // if player we need to update cell activity // radius = 2 is used in order to update both // old and new cells if( actor.isPlayer() ) { updateCellActivity( cellX, cellY, 2 ); if( pOldCell != nullptr ) { // only do the second check if theres -/+ 2 difference if( abs( ( int32_t ) cellX - ( int32_t ) pOldCell->m_posX ) > 2 || abs( ( int32_t ) cellY - ( int32_t ) pOldCell->m_posY ) > 2 ) updateCellActivity( pOldCell->m_posX, pOldCell->m_posY, 2 ); } } } // update in range actor set uint32_t endX = cellX <= _sizeX ? cellX + 1 : ( _sizeX - 1 ); uint32_t endY = cellY <= _sizeY ? cellY + 1 : ( _sizeY - 1 ); uint32_t startX = cellX > 0 ? cellX - 1 : 0; uint32_t startY = cellY > 0 ? cellY - 1 : 0; uint32_t posX, posY; for( posX = startX; posX <= endX; ++posX ) { for( posY = startY; posY <= endY; ++posY ) { pCell = getCellPtr(posX, posY); if( pCell ) updateInRangeSet( actor.shared_from_this(), pCell ); } } } void Core::Zone::updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell ) { if( pCell == nullptr ) return; // TODO: make sure gms can overwrite this. Potentially temporary solution if( g_territoryMgr.isPrivateTerritory( getTerritoryId() ) ) return; auto iter = pCell->m_actors.begin(); float fRange = 70.0f; int32_t count = 0; while( iter != pCell->m_actors.end() ) { auto pCurAct = *iter; ++iter; if( !pCurAct || pCurAct == pActor ) continue; float distance = Math::Util::distance( pCurAct->getPos().x, pCurAct->getPos().y, pCurAct->getPos().z, pActor->getPos().x, pActor->getPos().y, pActor->getPos().z ); bool isInRange = ( fRange == 0.0f || distance <= fRange ); bool isInRangeSet = pActor->isInRangeSet( pCurAct ); // Add if range == 0 or distance is withing range. if( isInRange && !isInRangeSet ) { if( pActor->isPlayer() && !pActor->getAsPlayer()->isLoadingComplete() ) continue; if( pCurAct->isPlayer() && !pCurAct->getAsPlayer()->isLoadingComplete() ) continue; pActor->addInRangeActor( pCurAct ); pCurAct->addInRangeActor( pActor ); // this is a hack to limit actor spawn in one packetset if( count++ > 12 ) break; } else if( !isInRange && isInRangeSet ) { pCurAct->removeInRangeActor( *pActor ); pActor->removeInRangeActor( *pCurAct ); } } } void Core::Zone::onEnterTerritory( Entity::Player& player ) { g_log.debug( "Zone::onEnterTerritory: Zone#" + std::to_string( getGuId() ) + "|" + std::to_string( getTerritoryId() ) + + ", Entity#" + std::to_string( player.getId() ) ); } void Core::Zone::onLeaveTerritory( Entity::Player& player ) { g_log.debug( "Zone::onLeaveTerritory: Zone#" + std::to_string( getGuId() ) + "|" + std::to_string( getTerritoryId() ) + + ", Entity#" + std::to_string( player.getId() ) ); } void Core::Zone::onUpdate( uint32_t currTime ) { } void Core::Zone::onFinishLoading( Entity::Player& player ) { } void Core::Zone::onInitDirector( Entity::Player& player ) { } void Core::Zone::registerEObj( Entity::EventObjectPtr object ) { if( !object ) return; object->setId( getNextEObjId() ); pushActor( object ); m_eventObjects[object->getId()] = object; onRegisterEObj( object ); g_log.debug( "Registered instance eobj: " + std::to_string( object->getId() ) ); } Core::Entity::EventObjectPtr Core::Zone::getEObj( uint32_t objId ) { auto obj = m_eventObjects.find( objId ); if( obj == m_eventObjects.end() ) return nullptr; return obj->second; } Core::InstanceContentPtr Core::Zone::getAsInstanceContent() { return boost::dynamic_pointer_cast< InstanceContent, Zone >( shared_from_this() ); } uint32_t Core::Zone::getNextEObjId() { return ++m_nextEObjId; } Core::Entity::EventObjectPtr Core::Zone::registerEObj( const std::string &name, uint32_t objectId, uint32_t mapLink, uint8_t state, FFXIVARR_POSITION3 pos, float scale ) { auto eObj = Entity::make_EventObject( objectId, mapLink, state, pos, name ); eObj->setScale( scale ); registerEObj( eObj ); return eObj; }