2020-09-17 22:45:43 +00:00
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#include "ChunkManager.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "settings.hpp"
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2020-10-14 18:36:38 +00:00
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#include "MobManager.hpp"
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2020-09-17 22:45:43 +00:00
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2020-11-16 14:59:53 +00:00
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std::map<ChunkPos, Chunk*> ChunkManager::chunks;
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2020-09-17 22:45:43 +00:00
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void ChunkManager::init() {} // stubbed
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2020-11-16 14:59:53 +00:00
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void ChunkManager::newChunk(ChunkPos pos) {
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2020-11-18 00:07:04 +00:00
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if (chunkExists(pos)) {
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std::cout << "[WARN] Tried to create a chunk that already exists\n";
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return;
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}
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2020-10-20 22:55:58 +00:00
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Chunk *chunk = new Chunk();
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chunk->players = std::set<CNSocket*>();
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chunk->NPCs = std::set<int32_t>();
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2020-10-23 18:47:30 +00:00
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chunks[pos] = chunk;
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2020-11-19 22:19:46 +00:00
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// add the chunk to the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for (Chunk* c : surroundings) {
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for (CNSocket* sock : c->players)
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PlayerManager::getPlayer(sock)->viewableChunks->insert(chunk);
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for (int32_t id : c->NPCs)
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NPCManager::NPCs[id]->viewableChunks->insert(chunk);
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}
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}
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void ChunkManager::deleteChunk(ChunkPos pos) {
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if (!chunkExists(pos)) {
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std::cout << "[WARN] Tried to delete a chunk that doesn't exist\n";
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return;
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}
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Chunk* chunk = chunks[pos];
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// remove the chunk from the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for(Chunk* c : surroundings)
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{
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for (CNSocket* sock : c->players)
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PlayerManager::getPlayer(sock)->viewableChunks->erase(chunk);
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for (int32_t id : c->NPCs)
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NPCManager::NPCs[id]->viewableChunks->erase(chunk);
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}
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chunks.erase(pos); // remove from map
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delete chunk; // free from memory
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2020-10-23 18:47:30 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
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Player* plr = PlayerManager::getPlayer(sock);
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// if the new chunk doesn't exist, make it first
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if (!ChunkManager::chunkExists(to))
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newChunk(to);
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// move to other chunk's player set
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untrackPlayer(from, sock); // this will delete the chunk if it's empty
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trackPlayer(to, sock);
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// calculate viewable chunks from both points
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std::set<Chunk*> oldViewables = getViewableChunks(from);
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std::set<Chunk*> newViewables = getViewableChunks(to);
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std::set<Chunk*> toExit, toEnter;
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/*
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* Calculate diffs. This is done to prevent phasing on chunk borders.
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* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
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* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
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*/
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std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
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std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
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std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
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std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
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// update views
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removePlayerFromChunks(toExit, sock);
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addPlayerToChunks(toEnter, sock);
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2020-11-19 01:37:58 +00:00
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plr->chunkPos = to; // update cached chunk position
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2020-11-19 22:19:46 +00:00
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// updated cached viewable chunks
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plr->viewableChunks->clear();
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plr->viewableChunks->insert(newViewables.begin(), newViewables.end());
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2020-10-20 22:55:58 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
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BaseNPC* npc = NPCManager::NPCs[id];
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// if the new chunk doesn't exist, make it first
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if (!ChunkManager::chunkExists(to))
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newChunk(to);
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// move to other chunk's player set
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untrackNPC(from, id); // this will delete the chunk if it's empty
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trackNPC(to, id);
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// calculate viewable chunks from both points
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std::set<Chunk*> oldViewables = getViewableChunks(from);
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std::set<Chunk*> newViewables = getViewableChunks(to);
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std::set<Chunk*> toExit, toEnter;
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/*
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* Calculate diffs. This is done to prevent phasing on chunk borders.
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* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
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* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
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*/
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std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
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std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
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std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
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std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
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// update views
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removeNPCFromChunks(toExit, id);
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addNPCToChunks(toEnter, id);
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2020-11-19 01:37:58 +00:00
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2020-11-19 22:19:46 +00:00
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npc->chunkPos = to; // update cached chunk position
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// updated cached viewable chunks
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npc->viewableChunks->clear();
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npc->viewableChunks->insert(newViewables.begin(), newViewables.end());
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2020-11-18 00:07:04 +00:00
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}
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2020-09-17 22:45:43 +00:00
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2020-11-18 00:07:04 +00:00
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void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
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if (!chunkExists(chunkPos))
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return; // shouldn't happen
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2020-09-17 22:45:43 +00:00
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2020-11-18 00:07:04 +00:00
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chunks[chunkPos]->players.insert(sock);
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}
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2020-10-23 18:47:30 +00:00
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2020-11-18 00:07:04 +00:00
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void ChunkManager::trackNPC(ChunkPos chunkPos, int32_t id) {
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if (!chunkExists(chunkPos))
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return; // shouldn't happen
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2020-10-23 18:47:30 +00:00
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2020-11-18 00:07:04 +00:00
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chunks[chunkPos]->NPCs.insert(id);
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2020-09-17 22:45:43 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void ChunkManager::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
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if (!chunkExists(chunkPos))
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return; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
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2020-09-17 22:45:43 +00:00
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2020-11-18 00:07:04 +00:00
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chunk->players.erase(sock); // gone
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2020-10-23 18:47:30 +00:00
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2020-11-18 00:07:04 +00:00
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// if chunk is empty, free it
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2020-11-19 22:19:46 +00:00
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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deleteChunk(chunkPos);
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2020-11-18 00:07:04 +00:00
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}
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2020-09-17 22:45:43 +00:00
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2020-11-18 00:07:04 +00:00
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void ChunkManager::untrackNPC(ChunkPos chunkPos, int32_t id) {
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if (!chunkExists(chunkPos))
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return; // do nothing if chunk doesn't even exist
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2020-09-17 22:45:43 +00:00
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2020-11-18 00:07:04 +00:00
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Chunk* chunk = chunks[chunkPos];
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2020-10-23 18:47:30 +00:00
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2020-11-18 00:07:04 +00:00
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chunk->NPCs.erase(id); // gone
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2020-10-23 18:47:30 +00:00
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2020-11-18 00:07:04 +00:00
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// if chunk is empty, free it
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2020-11-19 22:19:46 +00:00
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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deleteChunk(chunkPos);
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2020-09-17 22:45:43 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void ChunkManager::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
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INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
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2020-10-05 00:03:13 +00:00
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2020-11-18 00:07:04 +00:00
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for (Chunk* chunk : chnks) {
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// add npcs
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for (int32_t id : chunk->NPCs) {
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BaseNPC* npc = NPCManager::NPCs[id];
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2020-11-22 20:24:34 +00:00
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npc->playersInView++;
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2020-09-21 19:55:34 +00:00
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2020-11-18 00:07:04 +00:00
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if (npc->appearanceData.iHP <= 0)
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continue;
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2020-09-21 19:55:34 +00:00
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2020-11-18 00:07:04 +00:00
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switch (npc->npcClass) {
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case NPC_BUS:
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INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
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enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
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sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
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break;
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case NPC_EGG:
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INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
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NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
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sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
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break;
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default:
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INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
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enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
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sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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break;
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}
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}
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2020-10-15 02:36:38 +00:00
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2020-11-18 00:07:04 +00:00
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// add players
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for (CNSocket* otherSock : chunk->players) {
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if (sock == otherSock)
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continue; // that's us :P
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2020-10-15 02:36:38 +00:00
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2020-11-18 00:07:04 +00:00
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Player* otherPlr = PlayerManager::getPlayer(otherSock);
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Player* plr = PlayerManager::getPlayer(sock);
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newPlayer.PCAppearanceData.iID = plr->iID;
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newPlayer.PCAppearanceData.iHP = plr->HP;
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newPlayer.PCAppearanceData.iLv = plr->level;
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newPlayer.PCAppearanceData.iX = plr->x;
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newPlayer.PCAppearanceData.iY = plr->y;
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newPlayer.PCAppearanceData.iZ = plr->z;
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newPlayer.PCAppearanceData.iAngle = plr->angle;
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newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
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newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
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newPlayer.PCAppearanceData.iPCState = plr->iPCState;
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newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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newPlayer.PCAppearanceData.iID = otherPlr->iID;
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newPlayer.PCAppearanceData.iHP = otherPlr->HP;
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newPlayer.PCAppearanceData.iLv = otherPlr->level;
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newPlayer.PCAppearanceData.iX = otherPlr->x;
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newPlayer.PCAppearanceData.iY = otherPlr->y;
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newPlayer.PCAppearanceData.iZ = otherPlr->z;
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newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
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newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
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newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
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newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
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newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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}
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}
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2020-09-21 19:55:34 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void ChunkManager::addNPCToChunks(std::set<Chunk*> chnks, int32_t id) {
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BaseNPC* npc = NPCManager::NPCs[id];
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2020-09-23 14:53:06 +00:00
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2020-11-18 00:07:04 +00:00
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switch (npc->npcClass) {
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case NPC_BUS:
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INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
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enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
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2020-09-23 14:53:06 +00:00
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2020-11-18 00:07:04 +00:00
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for (Chunk* chunk : chnks) {
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for (CNSocket* sock : chunk->players) {
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// send to socket
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sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
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2020-11-22 20:24:34 +00:00
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npc->playersInView++;
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2020-11-18 00:07:04 +00:00
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}
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}
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break;
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case NPC_EGG:
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INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
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NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
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for (Chunk* chunk : chnks) {
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for (CNSocket* sock : chunk->players) {
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// send to socket
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sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
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2020-11-22 20:24:34 +00:00
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npc->playersInView++;
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2020-11-18 00:07:04 +00:00
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}
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}
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break;
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default:
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// create struct
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INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
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enterData.NPCAppearanceData = npc->appearanceData;
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for (Chunk* chunk : chnks) {
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for (CNSocket* sock : chunk->players) {
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// send to socket
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sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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2020-11-22 20:24:34 +00:00
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npc->playersInView++;
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2020-11-18 00:07:04 +00:00
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}
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}
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break;
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}
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}
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2020-09-23 14:53:06 +00:00
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2020-11-18 00:07:04 +00:00
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void ChunkManager::removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock) {
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|
|
|
INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
|
|
|
|
|
|
|
|
// for chunks that need the player to be removed from
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
|
|
|
|
|
|
// remove NPCs from view
|
|
|
|
for (int32_t id : chunk->NPCs) {
|
|
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
2020-11-22 20:24:34 +00:00
|
|
|
npc->playersInView--;
|
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
switch (npc->npcClass) {
|
|
|
|
case NPC_BUS:
|
|
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
|
|
|
|
exitBusData.eTT = 3;
|
|
|
|
exitBusData.iT_ID = id;
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|
|
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
|
|
|
|
break;
|
|
|
|
case NPC_EGG:
|
|
|
|
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
|
|
|
|
exitEggData.iShinyID = id;
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|
|
|
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
|
|
|
|
exitData.iNPC_ID = id;
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|
|
|
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2020-10-15 02:36:38 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
// remove players from eachother's views
|
|
|
|
for (CNSocket* otherSock : chunk->players) {
|
|
|
|
if (sock == otherSock)
|
|
|
|
continue; // that's us :P
|
|
|
|
exitPlayer.iID = PlayerManager::getPlayer(sock)->iID;
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|
|
|
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
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|
|
exitPlayer.iID = PlayerManager::getPlayer(otherSock)->iID;
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|
|
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
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|
|
|
}
|
2020-10-15 02:36:38 +00:00
|
|
|
}
|
|
|
|
|
2020-10-13 22:30:19 +00:00
|
|
|
}
|
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
void ChunkManager::removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id) {
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|
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
switch (npc->npcClass) {
|
|
|
|
case NPC_BUS:
|
|
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
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|
|
|
exitBusData.eTT = 3;
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|
|
|
exitBusData.iT_ID = id;
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
for (Chunk* chunk : chnks) {
|
|
|
|
for (CNSocket* sock : chunk->players) {
|
|
|
|
// send to socket
|
|
|
|
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
|
2020-11-22 20:24:34 +00:00
|
|
|
npc->playersInView--;
|
2020-10-13 22:30:19 +00:00
|
|
|
}
|
|
|
|
}
|
2020-11-18 00:07:04 +00:00
|
|
|
break;
|
|
|
|
case NPC_EGG:
|
|
|
|
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
|
|
|
|
exitEggData.iShinyID = id;
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|
|
|
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
|
|
for (CNSocket* sock : chunk->players) {
|
|
|
|
// send to socket
|
|
|
|
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
|
2020-11-22 20:24:34 +00:00
|
|
|
npc->playersInView--;
|
2020-11-18 00:07:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
// create struct
|
|
|
|
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
|
|
|
|
exitData.iNPC_ID = id;
|
|
|
|
|
|
|
|
// remove it from the clients
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
|
|
for (CNSocket* sock : chunk->players) {
|
|
|
|
// send to socket
|
|
|
|
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
2020-11-22 20:24:34 +00:00
|
|
|
npc->playersInView--;
|
2020-10-13 22:30:19 +00:00
|
|
|
}
|
|
|
|
}
|
2020-11-18 00:07:04 +00:00
|
|
|
break;
|
2020-10-13 22:30:19 +00:00
|
|
|
}
|
2020-11-18 00:07:04 +00:00
|
|
|
}
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
void ChunkManager::emptyChunk(ChunkPos chunkPos) {
|
|
|
|
if (!chunkExists(chunkPos)) {
|
|
|
|
std::cout << "[WARN] Tried to empty chunk that doesn't exist\n";
|
|
|
|
return; // chunk doesn't exist, we don't need to do anything
|
|
|
|
}
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
Chunk* chunk = chunks[chunkPos];
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
if (chunk->players.size() > 0) {
|
|
|
|
std::cout << "[WARN] Tried to empty chunk that still had players\n";
|
|
|
|
return; // chunk doesn't exist, we don't need to do anything
|
|
|
|
}
|
2020-10-13 22:30:19 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
// unspawn all of the mobs/npcs
|
|
|
|
std::set npcIDs(chunk->NPCs);
|
|
|
|
for (uint32_t id : npcIDs) {
|
|
|
|
// every call of this will check if the chunk is empty and delete it if so
|
|
|
|
NPCManager::destroyNPC(id);
|
|
|
|
}
|
2020-09-23 14:53:06 +00:00
|
|
|
}
|
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
bool ChunkManager::chunkExists(ChunkPos chunk) {
|
2020-09-21 19:55:34 +00:00
|
|
|
return chunks.find(chunk) != chunks.end();
|
|
|
|
}
|
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
ChunkPos ChunkManager::chunkPosAt(int posX, int posY, uint64_t instanceID) {
|
2020-10-14 21:15:02 +00:00
|
|
|
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
|
2020-09-17 22:45:43 +00:00
|
|
|
}
|
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
std::set<Chunk*> ChunkManager::getViewableChunks(ChunkPos chunk) {
|
|
|
|
std::set<Chunk*> chnks;
|
2020-09-17 22:45:43 +00:00
|
|
|
|
2020-10-12 16:55:41 +00:00
|
|
|
int x, y;
|
|
|
|
uint64_t inst;
|
2020-10-01 01:44:37 +00:00
|
|
|
std::tie(x, y, inst) = chunk;
|
|
|
|
|
2020-09-21 19:55:34 +00:00
|
|
|
// grabs surrounding chunks if they exist
|
2020-09-17 22:45:43 +00:00
|
|
|
for (int i = -1; i < 2; i++) {
|
|
|
|
for (int z = -1; z < 2; z++) {
|
2020-11-16 14:59:53 +00:00
|
|
|
ChunkPos pos = std::make_tuple(x+i, y+z, inst);
|
2020-10-05 00:03:13 +00:00
|
|
|
|
2020-11-18 00:07:04 +00:00
|
|
|
// if chunk exists, add it to the set
|
|
|
|
if (chunkExists(pos))
|
|
|
|
chnks.insert(chunks[pos]);
|
2020-09-17 22:45:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-09-21 19:55:34 +00:00
|
|
|
return chnks;
|
2020-09-17 22:45:43 +00:00
|
|
|
}
|
|
|
|
|
2020-10-13 03:42:47 +00:00
|
|
|
/*
|
|
|
|
* inefficient algorithm to get all chunks from a specific instance
|
|
|
|
*/
|
2020-11-16 14:59:53 +00:00
|
|
|
std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
|
|
|
|
std::vector<ChunkPos> chnks;
|
2020-10-13 03:42:47 +00:00
|
|
|
|
|
|
|
for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) {
|
|
|
|
if (std::get<2>(it->first) == mapNum) {
|
|
|
|
chnks.push_back(it->first);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return chnks;
|
|
|
|
}
|
|
|
|
|
2020-11-22 20:24:34 +00:00
|
|
|
/*
|
|
|
|
* Used only for eggs; use npc->playersInView for everything visible
|
|
|
|
*/
|
2020-11-19 22:19:46 +00:00
|
|
|
bool ChunkManager::inPopulatedChunks(std::set<Chunk*>* chnks) {
|
2020-09-22 18:33:10 +00:00
|
|
|
|
2020-11-19 22:19:46 +00:00
|
|
|
for (auto it = chnks->begin(); it != chnks->end(); it++) {
|
|
|
|
if (!(*it)->players.empty())
|
2020-09-22 18:33:10 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
2020-10-13 03:42:47 +00:00
|
|
|
|
|
|
|
void ChunkManager::createInstance(uint64_t instanceID) {
|
|
|
|
|
2020-11-16 14:59:53 +00:00
|
|
|
std::vector<ChunkPos> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
|
2020-10-13 03:42:47 +00:00
|
|
|
if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
|
|
|
|
std::cout << "Creating instance " << instanceID << std::endl;
|
2020-11-16 14:59:53 +00:00
|
|
|
for (ChunkPos &coords : templateChunks) {
|
2020-10-13 03:42:47 +00:00
|
|
|
for (int npcID : chunks[coords]->NPCs) {
|
|
|
|
// make a copy of each NPC in the template chunks and put them in the new instance
|
|
|
|
int newID = NPCManager::nextId++;
|
2020-10-14 18:36:38 +00:00
|
|
|
BaseNPC* baseNPC = NPCManager::NPCs[npcID];
|
|
|
|
if (baseNPC->npcClass == NPC_MOB) {
|
|
|
|
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
2020-10-20 22:55:58 +00:00
|
|
|
instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID);
|
2020-10-14 18:36:38 +00:00
|
|
|
NPCManager::NPCs[newID] = newMob;
|
|
|
|
MobManager::Mobs[newID] = newMob;
|
|
|
|
} else {
|
|
|
|
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
|
|
|
instanceID, baseNPC->appearanceData.iNPCType, newID);
|
|
|
|
NPCManager::NPCs[newID] = newNPC;
|
|
|
|
}
|
2020-11-18 00:07:04 +00:00
|
|
|
NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
|
|
|
instanceID, baseNPC->appearanceData.iAngle);
|
2020-10-13 03:42:47 +00:00
|
|
|
}
|
|
|
|
}
|
2020-10-19 17:26:14 +00:00
|
|
|
} else {
|
2020-10-13 03:42:47 +00:00
|
|
|
std::cout << "Instance " << instanceID << " already exists" << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ChunkManager::destroyInstance(uint64_t instanceID) {
|
2020-10-25 22:14:35 +00:00
|
|
|
|
2020-11-16 14:59:53 +00:00
|
|
|
std::vector<ChunkPos> instanceChunks = ChunkManager::getChunksInMap(instanceID);
|
2020-10-25 22:14:35 +00:00
|
|
|
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
|
2020-11-16 14:59:53 +00:00
|
|
|
for (ChunkPos& coords : instanceChunks) {
|
2020-11-18 00:07:04 +00:00
|
|
|
emptyChunk(coords);
|
2020-10-13 03:42:47 +00:00
|
|
|
}
|
|
|
|
}
|
2020-10-19 02:30:12 +00:00
|
|
|
|
|
|
|
void ChunkManager::destroyInstanceIfEmpty(uint64_t instanceID) {
|
|
|
|
if (PLAYERID(instanceID) == 0)
|
|
|
|
return; // don't clean up overworld/IZ chunks
|
|
|
|
|
2020-11-16 14:59:53 +00:00
|
|
|
std::vector<ChunkPos> sourceChunkCoords = getChunksInMap(instanceID);
|
2020-10-19 02:30:12 +00:00
|
|
|
|
2020-11-16 14:59:53 +00:00
|
|
|
for (ChunkPos& coords : sourceChunkCoords) {
|
2020-10-19 02:30:12 +00:00
|
|
|
Chunk* chunk = chunks[coords];
|
|
|
|
|
|
|
|
if (chunk->players.size() > 0)
|
|
|
|
return; // there are still players inside
|
|
|
|
}
|
|
|
|
|
|
|
|
destroyInstance(instanceID);
|
|
|
|
}
|