[WIP] Convert most of Chunking to Entity-based system

Player and all NPCs now have a common superclass, with virtual functions
so smooth over shared behavior. EntityRef is a simple class that points
to an arbitrary Entity.

This commit is not yet functional.
This commit is contained in:
dongresource 2021-03-21 02:42:45 +01:00
parent 49f1cb0f00
commit 224ffe05e7
13 changed files with 394 additions and 365 deletions

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@ -50,6 +50,7 @@ CXXSRC=\
src/db/email.cpp\
src/Chat.cpp\
src/CustomCommands.cpp\
src/Entities.cpp\
src/Email.cpp\
src/Eggs.cpp\
src/main.cpp\
@ -93,6 +94,7 @@ CXXHDR=\
vendor/JSON.hpp\
src/Chat.hpp\
src/CustomCommands.hpp\
src/Entities.hpp\
src/Email.hpp\
src/Eggs.hpp\
src/Missions.hpp\

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@ -16,20 +16,13 @@ static void newChunk(ChunkPos pos) {
}
Chunk *chunk = new Chunk();
chunk->players = std::set<CNSocket*>();
chunk->NPCs = std::set<int32_t>();
chunks[pos] = chunk;
// add the chunk to the cache of all players and NPCs in the surrounding chunks
std::set<Chunk*> surroundings = getViewableChunks(pos);
for (Chunk* c : surroundings) {
for (CNSocket* sock : c->players)
PlayerManager::getPlayer(sock)->viewableChunks.insert(chunk);
for (int32_t id : c->NPCs)
NPCManager::NPCs[id]->viewableChunks.insert(chunk);
}
for (Chunk* c : surroundings)
for (const EntityRef& ref : c->entities)
ref.getEntity()->viewableChunks.insert(chunk);
}
static void deleteChunk(ChunkPos pos) {
@ -43,260 +36,89 @@ static void deleteChunk(ChunkPos pos) {
// remove the chunk from the cache of all players and NPCs in the surrounding chunks
std::set<Chunk*> surroundings = getViewableChunks(pos);
for(Chunk* c : surroundings)
{
for (CNSocket* sock : c->players)
PlayerManager::getPlayer(sock)->viewableChunks.erase(chunk);
for (int32_t id : c->NPCs)
NPCManager::NPCs[id]->viewableChunks.erase(chunk);
}
for (const EntityRef& ref : c->entities)
ref.getEntity()->viewableChunks.erase(chunk);
chunks.erase(pos); // remove from map
delete chunk; // free from memory
}
void Chunking::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
chunks[chunkPos]->players.insert(sock);
chunks[chunkPos]->entities.insert(ref);
if (ref.type == EntityType::PLAYER)
chunks[chunkPos]->nplayers++;
}
void Chunking::trackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
chunks[chunkPos]->NPCs.insert(id);
}
void Chunking::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->players.erase(sock); // gone
chunk->entities.erase(ref); // gone
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
if (ref.type == EntityType::PLAYER)
chunks[chunkPos]->nplayers--;
assert(chunks[chunkPos]->nplayers >= 0);
// if chunk is completely empty, free it
if (chunk->entities.size() == 0)
deleteChunk(chunkPos);
}
void Chunking::untrackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
Entity *ent = ref.getEntity();
bool alive = ent->isAlive();
Chunk* chunk = chunks[chunkPos];
chunk->NPCs.erase(id); // gone
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
deleteChunk(chunkPos);
}
void Chunking::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
for (Chunk* chunk : chnks) {
// add npcs
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
npc->playersInView++;
if (npc->appearanceData.iHP <= 0)
// TODO: maybe optimize this, potentially using AROUND packets?
for (Chunk *chunk : chnks) {
for (const EntityRef& otherRef : chunk->entities) {
// skip oneself
if (ref == otherRef)
continue;
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
Eggs::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
break;
Entity *other = otherRef.getEntity();
// notify all visible players of the existence of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
ent->enterIntoViewOf(otherRef.sock);
}
}
// add players
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue; // that's us :P
Player* otherPlr = PlayerManager::getPlayer(otherSock);
Player* plr = PlayerManager::getPlayer(sock);
newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr->HP;
newPlayer.PCAppearanceData.iLv = plr->level;
newPlayer.PCAppearanceData.iX = plr->x;
newPlayer.PCAppearanceData.iY = plr->y;
newPlayer.PCAppearanceData.iZ = plr->z;
newPlayer.PCAppearanceData.iAngle = plr->angle;
newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
newPlayer.PCAppearanceData.iPCState = plr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr->iID;
newPlayer.PCAppearanceData.iHP = otherPlr->HP;
newPlayer.PCAppearanceData.iLv = otherPlr->level;
newPlayer.PCAppearanceData.iX = otherPlr->x;
newPlayer.PCAppearanceData.iY = otherPlr->y;
newPlayer.PCAppearanceData.iZ = otherPlr->z;
newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
// notify this *player* of the existence of all visible Entities
if (ref.type == EntityType::PLAYER && other->isAlive()) {
other->enterIntoViewOf(ref.sock);
}
}
}
}
void Chunking::addNPCToChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
Entity *ent = ref.getEntity();
bool alive = ent->isAlive();
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
// TODO: same as above
for (Chunk *chunk : chnks) {
for (const EntityRef& otherRef : chunk->entities) {
// skip oneself
if (ref == otherRef)
continue;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
npc->playersInView++;
Entity *other = otherRef.getEntity();
// notify all visible players of the departure of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
ent->disappearFromViewOf(otherRef.sock);
}
// notify this *player* of the departure of all visible Entities
if (ref.type == EntityType::PLAYER && other->isAlive()) {
other->disappearFromViewOf(ref.sock);
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
Eggs::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
npc->playersInView++;
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = npc->appearanceData;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
npc->playersInView++;
}
}
break;
}
}
void Chunking::removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock) {
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];
npc->playersInView--;
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
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;
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;
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
break;
}
}
// 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;
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPlayer.iID = PlayerManager::getPlayer(otherSock)->iID;
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
}
}
void Chunking::removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
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));
npc->playersInView--;
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
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));
npc->playersInView--;
}
}
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));
npc->playersInView--;
}
}
break;
}
}
@ -308,29 +130,32 @@ static void emptyChunk(ChunkPos chunkPos) {
Chunk* chunk = chunks[chunkPos];
if (chunk->players.size() > 0) {
if (chunk->nplayers > 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
}
// unspawn all of the mobs/npcs
std::set npcIDs(chunk->NPCs);
for (uint32_t id : npcIDs) {
std::set refs(chunk->entities);
for (const EntityRef& ref : refs) {
if (ref.type == EntityType::PLAYER)
assert(0);
// every call of this will check if the chunk is empty and delete it if so
NPCManager::destroyNPC(id);
NPCManager::destroyNPC(ref.id);
}
}
void Chunking::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
Player* plr = PlayerManager::getPlayer(sock);
void Chunking::updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to) {
Entity* ent = ref.getEntity();
// if the new chunk doesn't exist, make it first
if (!chunkExists(to))
newChunk(to);
// move to other chunk's player set
untrackPlayer(from, sock); // this will delete the chunk if it's empty
trackPlayer(to, sock);
untrackEntity(from, ref); // this will delete the chunk if it's empty
trackEntity(to, ref);
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
@ -348,49 +173,13 @@ void Chunking::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
// update views
removePlayerFromChunks(toExit, sock);
addPlayerToChunks(toEnter, sock);
removeEntityFromChunks(toExit, ref);
addEntityToChunks(toEnter, ref);
plr->chunkPos = to; // update cached chunk position
ent->chunkPos = to; // update cached chunk position
// updated cached viewable chunks
plr->viewableChunks.clear();
plr->viewableChunks.insert(newViewables.begin(), newViewables.end());
}
void Chunking::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
BaseNPC* npc = NPCManager::NPCs[id];
// if the new chunk doesn't exist, make it first
if (!chunkExists(to))
newChunk(to);
// move to other chunk's player set
untrackNPC(from, id); // this will delete the chunk if it's empty
trackNPC(to, id);
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
std::set<Chunk*> newViewables = getViewableChunks(to);
std::set<Chunk*> toExit, toEnter;
/*
* Calculate diffs. This is done to prevent phasing on chunk borders.
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
*/
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
// update views
removeNPCFromChunks(toExit, id);
addNPCToChunks(toEnter, id);
npc->chunkPos = to; // update cached chunk position
// updated cached viewable chunks
npc->viewableChunks.clear();
npc->viewableChunks.insert(newViewables.begin(), newViewables.end());
ent->viewableChunks.clear();
ent->viewableChunks.insert(newViewables.begin(), newViewables.end());
}
bool Chunking::chunkExists(ChunkPos chunk) {
@ -441,9 +230,8 @@ static std::vector<ChunkPos> getChunksInMap(uint64_t mapNum) {
* Used only for eggs; use npc->playersInView for everything visible
*/
bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
for (auto it = chnks->begin(); it != chnks->end(); it++) {
if (!(*it)->players.empty())
if ((*it)->nplayers > 0)
return true;
}
@ -451,7 +239,6 @@ bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
}
void Chunking::createInstance(uint64_t instanceID) {
std::vector<ChunkPos> templateChunks = getChunksInMap(MAPNUM(instanceID)); // base instance chunks
if (getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
std::cout << "Creating instance " << instanceID << std::endl;
@ -510,7 +297,6 @@ void Chunking::createInstance(uint64_t instanceID) {
}
static void destroyInstance(uint64_t instanceID) {
std::vector<ChunkPos> instanceChunks = getChunksInMap(instanceID);
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
for (ChunkPos& coords : instanceChunks) {
@ -527,7 +313,7 @@ void Chunking::destroyInstanceIfEmpty(uint64_t instanceID) {
for (ChunkPos& coords : sourceChunkCoords) {
Chunk* chunk = chunks[coords];
if (chunk->players.size() > 0)
if (chunk->nplayers > 0)
return; // there are still players inside
}

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@ -1,6 +1,7 @@
#pragma once
#include "core/Core.hpp"
#include "Entities.hpp"
#include <utility>
#include <set>
@ -12,6 +13,8 @@ class Chunk {
public:
std::set<CNSocket*> players;
std::set<int32_t> NPCs;
std::set<EntityRef> entities;
int nplayers = 0;
};
enum {
@ -23,18 +26,13 @@ enum {
namespace Chunking {
extern std::map<ChunkPos, Chunk*> chunks;
void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
void updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to);
void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
void trackNPC(ChunkPos chunkPos, int32_t id);
void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
void untrackNPC(ChunkPos chunkPos, int32_t id);
void trackEntity(ChunkPos chunkPos, const EntityRef& ref);
void untrackEntity(ChunkPos chunkPos, const EntityRef& ref);
void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
void addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref);
void removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref);
bool chunkExists(ChunkPos chunk);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
@ -43,4 +41,18 @@ namespace Chunking {
bool inPopulatedChunks(std::set<Chunk*>* chnks);
void createInstance(uint64_t);
void destroyInstanceIfEmpty(uint64_t);
// death row below this point
//void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
//void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
//void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
//void trackNPC(ChunkPos chunkPos, int32_t id);
//void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
//void untrackNPC(ChunkPos chunkPos, int32_t id);
//void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
//void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
//void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
//void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
}

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@ -361,11 +361,12 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
}
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
EntityRef ref = {sock};
Entity* plr = ref.getEntity();
ChunkPos currentChunk = plr->chunkPos;
ChunkPos nullChunk = std::make_tuple(0, 0, 0);
Chunking::updatePlayerChunk(sock, currentChunk, nullChunk);
Chunking::updatePlayerChunk(sock, nullChunk, currentChunk);
Chunking::updateEntityChunk(ref, currentChunk, nullChunk);
Chunking::updateEntityChunk(ref, nullChunk, currentChunk);
}
static void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {

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@ -133,7 +133,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
egg.second->deadUntil = 0;
egg.second->appearanceData.iHP = 400;
Chunking::addNPCToChunks(Chunking::getViewableChunks(egg.second->chunkPos), egg.first);
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg.second->chunkPos), {egg.first});
}
}
@ -246,7 +246,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
if (egg->summoned)
NPCManager::destroyNPC(eggId);
else {
Chunking::removeNPCFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggId);
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), {eggId});
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;

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@ -1,19 +1,7 @@
#pragma once
#include "core/Core.hpp"
#include "NPC.hpp"
struct Egg : public BaseNPC {
bool summoned;
bool dead = false;
time_t deadUntil;
Egg(int x, int y, int z, uint64_t iID, int type, int32_t id, bool summon)
: BaseNPC(x, y, z, 0, iID, type, id) {
summoned = summon;
npcClass = NPCClass::NPC_EGG;
}
};
#include "Entities.hpp"
struct EggType {
int dropCrateId;

120
src/Entities.cpp Normal file
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@ -0,0 +1,120 @@
#include "core/Core.hpp"
#include "Entities.hpp"
#include "Chunking.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Eggs.hpp"
#include <type_traits>
static_assert(std::is_standard_layout<EntityRef>::value);
static_assert(std::is_trivially_copyable<EntityRef>::value);
EntityRef::EntityRef(CNSocket *s) {
type = EntityType::PLAYER;
sock = s;
}
EntityRef::EntityRef(int32_t i) {
id = i;
assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end());
type = NPCManager::NPCs[id]->type;
}
bool EntityRef::isValid() const {
if (type == EntityType::PLAYER)
return PlayerManager::players.find(sock) != PlayerManager::players.end();
return NPCManager::NPCs.find(id) != NPCManager::NPCs.end();
}
Entity *EntityRef::getEntity() const {
assert(isValid());
if (type == EntityType::PLAYER)
return PlayerManager::getPlayer(sock);
return NPCManager::NPCs[id];
}
/*
* Entity coming into view.
*/
void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData;
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
playersInView++;
}
void Bus::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, pkt);
// TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = {
3, appearanceData.iNPC_ID, appearanceData.iNPCType,
appearanceData.iX, appearanceData.iY, appearanceData.iZ
};
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER);
}
void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt);
Eggs::npcDataToEggData(&appearanceData, &pkt.ShinyAppearanceData);
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
}
// TODO: this is less effiecient than it was, because of memset()
void Player::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, pkt);
pkt.PCAppearanceData.iID = iID;
pkt.PCAppearanceData.iHP = HP;
pkt.PCAppearanceData.iLv = level;
pkt.PCAppearanceData.iX = x;
pkt.PCAppearanceData.iY = y;
pkt.PCAppearanceData.iZ = z;
pkt.PCAppearanceData.iAngle = angle;
pkt.PCAppearanceData.PCStyle = PCStyle;
pkt.PCAppearanceData.Nano = Nanos[activeNano];
pkt.PCAppearanceData.iPCState = iPCState;
pkt.PCAppearanceData.iSpecialState = iSpecialState;
memcpy(pkt.PCAppearanceData.ItemEquip, Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket(pkt, P_FE2CL_PC_NEW);
}
/*
* Entity leaving view.
*/
void BaseNPC::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = appearanceData.iNPC_ID;
sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
playersInView--;
}
void Bus::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, pkt);
pkt.eTT = 3;
pkt.iT_ID = appearanceData.iNPC_ID;
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT);
}
void Egg::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt);
pkt.iShinyID = appearanceData.iNPC_ID;
sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT);
}
void Player::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_PC_EXIT, pkt);
pkt.iID = iID;
sock->sendPacket(pkt, P_FE2CL_PC_EXIT);
}

144
src/Entities.hpp Normal file
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@ -0,0 +1,144 @@
#pragma once
#include "core/Core.hpp"
#include <stdint.h>
#include <set>
enum class EntityType {
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
EGG,
BUS
};
class Chunk;
struct Entity {
EntityType type;
int x, y, z;
uint64_t instanceID;
ChunkPos chunkPos;
std::set<Chunk*> viewableChunks;
// destructor must be virtual, apparently
virtual ~Entity() {}
virtual bool isAlive() { return true; }
// stubs
virtual void enterIntoViewOf(CNSocket *sock) {}
virtual void disappearFromViewOf(CNSocket *sock) {}
};
struct EntityRef {
EntityType type;
union {
CNSocket *sock;
int32_t id;
};
EntityRef(CNSocket *s);
EntityRef(int32_t i);
bool isValid() const;
Entity *getEntity() const;
bool operator==(const EntityRef& other) const {
if (type != other.type)
return false;
if (type == EntityType::PLAYER)
return sock == other.sock;
return id == other.id;
}
// arbitrary ordering
bool operator<(const EntityRef& other) const {
if (type == other.type) {
if (type == EntityType::PLAYER)
return sock < other.sock;
else
return id < other.id;
}
return type < other.type;
}
};
class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData;
NPCClass npcClass;
int playersInView;
BaseNPC() {};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id) { // XXX
appearanceData.iX = x;
appearanceData.iY = y;
appearanceData.iZ = z;
appearanceData.iNPCType = type;
appearanceData.iHP = 400;
appearanceData.iAngle = angle;
appearanceData.iConditionBitFlag = 0;
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
npcClass = NPCClass::NPC_BASE;
instanceID = iID;
chunkPos = std::make_tuple(0, 0, 0);
playersInView = 0;
};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
npcClass = classType;
}
// XXX: move to CombatNPC, probably
virtual bool isAlive() override { return appearanceData.iHP > 0; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC {
bool summoned;
bool dead = false;
time_t deadUntil;
Egg(int x, int y, int z, uint64_t iID, int type, int32_t id, bool summon)
: BaseNPC(x, y, z, 0, iID, type, id) {
summoned = summon;
npcClass = NPCClass::NPC_EGG;
}
virtual bool isAlive() override { return !dead; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC {
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
#if 0
struct NPC : public Entity {
void (*_stepAI)();
virtual void stepAI() {}
};
struct CombatNPC : public Entity {
};
struct Mob : public CombatNPC {
};
#endif

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@ -1,37 +1,4 @@
#pragma once
#include "Chunking.hpp"
class BaseNPC {
public:
sNPCAppearanceData appearanceData;
NPCClass npcClass;
uint64_t instanceID;
ChunkPos chunkPos;
std::set<Chunk*> viewableChunks;
int playersInView;
BaseNPC() {};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id) {
appearanceData.iX = x;
appearanceData.iY = y;
appearanceData.iZ = z;
appearanceData.iNPCType = type;
appearanceData.iHP = 400;
appearanceData.iAngle = angle;
appearanceData.iConditionBitFlag = 0;
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
npcClass = NPCClass::NPC_BASE;
instanceID = iID;
chunkPos = std::make_tuple(0, 0, 0);
playersInView = 0;
};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
npcClass = classType;
}
};
#include "Entities.hpp"

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@ -52,10 +52,11 @@ void NPCManager::destroyNPC(int32_t id) {
}
// remove NPC from the chunk
Chunking::untrackNPC(entity->chunkPos, id);
EntityRef ref = {id};
Chunking::untrackEntity(entity->chunkPos, ref);
// remove from viewable chunks
Chunking::removeNPCFromChunks(Chunking::getViewableChunks(entity->chunkPos), id);
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(entity->chunkPos), ref);
// remove from mob manager
if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
@ -81,7 +82,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
npc->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
Chunking::updateNPCChunk(id, oldChunk, newChunk);
Chunking::updateEntityChunk({id}, oldChunk, newChunk);
}
void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
@ -251,7 +252,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
Missions::failInstancedMissions(sock); // fail any instanced missions
sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
// remove the player's ongoing race, if any

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@ -5,12 +5,13 @@
#include "core/Core.hpp"
#include "Chunking.hpp"
#include "Entities.hpp"
#define ACTIVE_MISSION_COUNT 6
#define PC_MAXHEALTH(level) (925 + 75 * (level))
struct Player {
struct Player : public Entity {
int accountId;
int accountLevel; // permission level (see CN_ACCOUNT_LEVEL enums)
int64_t SerialKey;
@ -37,10 +38,11 @@ struct Player {
int32_t iSelfConditionBitFlag;
int8_t iSpecialState;
int x, y, z, angle;
//int x, y, z; in superclass
int angle;
int lastX, lastY, lastZ, lastAngle;
int recallX, recallY, recallZ, recallInstance; // also Lair entrances
uint64_t instanceID;
//uint64_t instanceID; in superclass
sItemBase Equip[AEQUIP_COUNT];
sItemBase Inven[AINVEN_COUNT];
sItemBase Bank[ABANK_COUNT];
@ -82,11 +84,15 @@ struct Player {
uint64_t iFirstUseFlag[2];
ChunkPos chunkPos;
std::set<Chunk*> viewableChunks;
// in superclass:
//ChunkPos chunkPos;
//std::set<Chunk*> viewableChunks;
time_t lastHeartbeat;
int suspicionRating;
time_t lastShot;
std::vector<sItemBase> buyback;
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};

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@ -31,10 +31,11 @@ std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player plr) {
Player *p = new Player();
memcpy(p, &plr, sizeof(Player));
// copy object into heap memory
*p = plr;
players[key] = p;
p->chunkPos = std::make_tuple(0, 0, 0);
p->chunkPos = std::make_tuple(0, 0, 0); // TODO: maybe replace with specialized "no chunk" value
p->lastHeartbeat = 0;
std::cout << getPlayerName(p) << " has joined!" << std::endl;
@ -56,9 +57,10 @@ void PlayerManager::removePlayer(CNSocket* key) {
// save player to DB
Database::updatePlayer(plr);
EntityRef ref = {key};
// remove player visually and untrack
Chunking::removePlayerFromChunks(Chunking::getViewableChunks(plr->chunkPos), key);
Chunking::untrackPlayer(plr->chunkPos, key);
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(plr->chunkPos), ref);
Chunking::untrackEntity(plr->chunkPos, ref);
std::cout << getPlayerName(plr) << " has left!" << std::endl;
@ -92,7 +94,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
plr->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
Chunking::updatePlayerChunk(sock, oldChunk, newChunk);
Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
@ -146,7 +148,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
pkt2.iZ = Z;
sock->sendPacket(pkt2, P_FE2CL_REP_PC_GOTO_SUCC);
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
// post-warp: check if the source instance has no more players in it and delete it if so
@ -472,7 +474,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!move)
return;
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
updatePlayerPosition(sock, x, y, z, plr->instanceID, plr->angle);
}

View File

@ -165,7 +165,7 @@ static void transportWarpHandler(CNSocket* sock, CNPacketData* data) {
if (target == nullptr)
return;
// we warped; update position and chunks
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
PlayerManager::updatePlayerPosition(sock, target->x, target->y, target->z, INSTANCE_OVERWORLD, plr->angle);
}