Initialize all members of all Entity-derived classes

Also moved some logic out of Mob into CombatNPC.
This commit is contained in:
dongresource 2021-03-21 19:29:17 +01:00
parent 0c8e209360
commit 22678fcfc2
4 changed files with 109 additions and 112 deletions

View File

@ -6,6 +6,7 @@
#include <set>
enum class EntityType {
INVALID,
PLAYER,
SIMPLE_NPC,
COMBAT_NPC,
@ -17,11 +18,11 @@ enum class EntityType {
class Chunk;
struct Entity {
EntityType type;
int x, y, z;
uint64_t instanceID;
ChunkPos chunkPos;
std::set<Chunk*> viewableChunks;
EntityType type = EntityType::INVALID;
int x = 0, y = 0, z = 0;
uint64_t instanceID = 0;
ChunkPos chunkPos = {};
std::set<Chunk*> viewableChunks = {};
// destructor must be virtual, apparently
virtual ~Entity() {}
@ -74,12 +75,11 @@ struct EntityRef {
*/
class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData;
sNPCAppearanceData appearanceData = {};
//NPCClass npcClass;
int playersInView;
int playersInView = 0;
BaseNPC() {};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
appearanceData.iX = x;
appearanceData.iY = y;
@ -109,9 +109,32 @@ public:
virtual void disappearFromViewOf(CNSocket *sock) override;
};
struct CombatNPC : public BaseNPC {
int maxHealth = 0;
int spawnX = 0;
int spawnY = 0;
int spawnZ = 0;
int level = 0;
void (*_stepAI)() = nullptr;
// XXX
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
BaseNPC(x, y, z, angle, iID, t, id),
maxHealth(maxHP)
{}
virtual void stepAI() {
if (_stepAI != nullptr)
_stepAI();
}
};
// Mob is in MobAI.hpp, Player is in Player.hpp
// TODO: decouple from BaseNPC
struct Egg : public BaseNPC {
bool summoned;
bool summoned = false;
bool dead = false;
time_t deadUntil;
@ -132,17 +155,3 @@ 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

View File

@ -11,51 +11,45 @@ enum class MobState {
DEAD
};
struct Mob : public BaseNPC {
struct Mob : public CombatNPC {
// general
MobState state;
int maxHealth;
int spawnX;
int spawnY;
int spawnZ;
int level;
MobState state = MobState::INACTIVE;
std::unordered_map<int32_t,time_t> unbuffTimes;
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead
time_t killedTime = 0;
time_t regenTime;
time_t regenTime = 0;
bool summoned = false;
bool despawned = false; // for the sake of death animations
// roaming
int idleRange;
const int sightRange;
int idleRange = 0;
const int sightRange = 0;
time_t nextMovement = 0;
bool staticPath = false;
int roamX, roamY, roamZ;
int roamX = 0, roamY = 0, roamZ = 0;
// combat
CNSocket *target = nullptr;
time_t nextAttack = 0;
time_t lastDrainTime = 0;
int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for eruption
int hitX, hitY, hitZ; // for use in ability targeting
int hitX = 0, hitY = 0, hitZ = 0; // for use in ability targeting
// drop
int dropType;
int dropType = 0;
// group
int groupLeader = 0;
int offsetX, offsetY;
int groupMember[4] = {0, 0, 0, 0};
int offsetX = 0, offsetY = 0;
int groupMember[4] = {};
// temporary; until we're sure what's what
nlohmann::json data;
nlohmann::json data = {};
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
: BaseNPC(x, y, z, angle, iID, t, id),
maxHealth(d["m_iHP"]),
: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
sightRange(d["m_iSightRange"]) {
state = MobState::ROAMING;

View File

@ -12,86 +12,80 @@
#define PC_MAXHEALTH(level) (925 + 75 * (level))
struct Player : public Entity {
int accountId;
int accountLevel; // permission level (see CN_ACCOUNT_LEVEL enums)
int64_t SerialKey;
int32_t iID;
uint64_t FEKey;
int accountId = 0;
int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
int64_t SerialKey = 0;
int32_t iID = 0;
uint64_t FEKey = 0;
int level;
int HP;
int slot; // player slot, not nano slot
int16_t mentor;
int32_t money;
int32_t fusionmatter;
int32_t batteryW;
int32_t batteryN;
sPCStyle PCStyle;
sPCStyle2 PCStyle2;
sNano Nanos[NANO_COUNT]; // acquired nanos
int equippedNanos[3];
int activeNano; // active nano (index into Nanos)
int8_t iPCState;
int32_t iWarpLocationFlag;
int64_t aSkywayLocationFlag[2];
int32_t iConditionBitFlag;
int32_t iSelfConditionBitFlag;
int8_t iSpecialState;
int level = 0;
int HP = 0;
int slot = 0; // player slot, not nano slot
int16_t mentor = 0;
int32_t money = 0;
int32_t fusionmatter = 0;
int32_t batteryW = 0;
int32_t batteryN = 0;
sPCStyle PCStyle = {};
sPCStyle2 PCStyle2 = {};
sNano Nanos[NANO_COUNT] = {}; // acquired nanos
int equippedNanos[3] = {};
int activeNano = 0; // active nano (index into Nanos)
int8_t iPCState = 0;
int32_t iWarpLocationFlag = 0;
int64_t aSkywayLocationFlag[2] = {};
int32_t iConditionBitFlag = 0;
int32_t iSelfConditionBitFlag = 0;
int8_t iSpecialState = 0;
//int x, y, z; in superclass
int angle;
int lastX, lastY, lastZ, lastAngle;
int recallX, recallY, recallZ, recallInstance; // also Lair entrances
//uint64_t instanceID; in superclass
sItemBase Equip[AEQUIP_COUNT];
sItemBase Inven[AINVEN_COUNT];
sItemBase Bank[ABANK_COUNT];
sItemTrade Trade[12];
int32_t moneyInTrade;
bool isTrading;
bool isTradeConfirm;
int angle = 0;
int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
int recallX = 0, recallY = 0, recallZ = 0, recallInstance = 0; // also Lair entrances
sItemBase Equip[AEQUIP_COUNT] = {};
sItemBase Inven[AINVEN_COUNT] = {};
sItemBase Bank[ABANK_COUNT] = {};
sItemTrade Trade[12] = {};
int32_t moneyInTrade = 0;
bool isTrading = false;
bool isTradeConfirm = false;
bool inCombat;
bool onMonkey;
int nanoDrainRate;
int healCooldown;
bool inCombat = false;
bool onMonkey = false;
int nanoDrainRate = 0;
int healCooldown = 0;
int pointDamage;
int groupDamage;
int fireRate;
int defense;
int pointDamage = 0;
int groupDamage = 0;
int fireRate = 0;
int defense = 0;
int64_t aQuestFlag[16];
int tasks[ACTIVE_MISSION_COUNT];
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];
sItemBase QInven[AQINVEN_COUNT];
int32_t CurrentMissionID;
int64_t aQuestFlag[16] = {};
int tasks[ACTIVE_MISSION_COUNT] = {};
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3] = {};
sItemBase QInven[AQINVEN_COUNT] = {};
int32_t CurrentMissionID = 0;
sTimeLimitItemDeleteInfo2CL toRemoveVehicle;
sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {};
int32_t iIDGroup;
int groupCnt;
int32_t groupIDs[4];
int32_t iGroupConditionBitFlag;
int32_t iIDGroup = 0;
int groupCnt = 0;
int32_t groupIDs[4] = {};
int32_t iGroupConditionBitFlag = 0;
bool notify;
bool hidden;
bool unwarpable;
bool notify = false;
bool hidden = false;
bool unwarpable = false;
bool buddiesSynced;
int64_t buddyIDs[50];
bool isBuddyBlocked[50];
bool buddiesSynced = false;
int64_t buddyIDs[50] = {};
bool isBuddyBlocked[50] = {};
uint64_t iFirstUseFlag[2];
uint64_t iFirstUseFlag[2] = {};
time_t lastHeartbeat = 0;
// in superclass:
//ChunkPos chunkPos;
//std::set<Chunk*> viewableChunks;
time_t lastHeartbeat;
int suspicionRating;
time_t lastShot;
std::vector<sItemBase> buyback;
int suspicionRating = 0;
time_t lastShot = 0;
std::vector<sItemBase> buyback = {};
Player() { type = EntityType::PLAYER; }

View File

@ -57,8 +57,8 @@ void PlayerManager::removePlayer(CNSocket* key) {
// save player to DB
Database::updatePlayer(plr);
EntityRef ref = {key};
// remove player visually and untrack
EntityRef ref = {key};
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(plr->chunkPos), ref);
Chunking::untrackEntity(plr->chunkPos, ref);