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https://github.com/OpenFusionProject/OpenFusion.git
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[WIP] Incremental mission save 2
This commit (and the previous one) exist to document the first approach I took to storing mission data. It's only here for posterity. This comment was added while rebasing.
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@ -4,9 +4,12 @@
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#include "PlayerManager.hpp"
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#include "ItemManager.hpp"
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#include "string.h"
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std::map<int32_t, Reward*> MissionManager::Rewards;
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std::map<int32_t, SUItem*> MissionManager::SUItems;
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std::map<int32_t, QuestDropSet*> MissionManager::QuestDropSets;
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std::map<int32_t, ItemCleanup*> MissionManager::ItemCleanups;
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void MissionManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission);
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@ -37,6 +40,22 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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response.iTaskNum = missionData->iTaskNum;
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std::cout << missionData->iTaskNum << std::endl;
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// clean up quest items which have served their purpose
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if (ItemCleanups.find(missionData->iTaskNum) != ItemCleanups.end()) {
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ItemCleanup *clean = ItemCleanups[missionData->iTaskNum];
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std::cout << "clearing qitems\n";
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for (int i = 0; i < AQINVEN_COUNT; i++)
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for (int j = 0; j < 4; j++)
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if (plr->QInven[i].iID == clean->itemIds[j])
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memset(&plr->QInven[i], 0, sizeof(sItemBase));
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/*
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* NOTE: As quest items are not graphically enumerated client-side,
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* the client does not need to be notified of item cleanup, since
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* the items will just be clobbered upon assignment anyway.
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*/
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}
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/*
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* SUItems
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*
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@ -49,6 +68,57 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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if (SUItems.find(missionData->iTaskNum) != SUItems.end()) {
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SUItem *suitem = SUItems[missionData->iTaskNum];
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for (int i = 0; i < 3; i++)
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if (suitem->itemIds[i] != 0)
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dropQuestItem(sock, missionData->iTaskNum, 1, suitem->itemIds[i], 0);
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}
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// mission rewards
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if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
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giveMissionReward(sock, missionData->iTaskNum);
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}
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
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return; // malformed packet
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sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
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response.iCurrentMissionID = missionData->iCurrentMissionID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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// TODO: coalesce into ItemManager::findFreeSlot()?
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int MissionManager::findFreeQSlot(Player *plr) {
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int i;
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sItemBase free;
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memset(&free, 0, sizeof(sItemBase));
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for (i = 0; i < AQINVEN_COUNT; i++)
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if (memcmp(&plr->QInven[i], &free, sizeof(sItemBase)) == 0)
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return i;
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// not found
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return -1;
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}
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void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE);
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// we know it's only one trailing struct, so we can skip full validation
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@ -56,35 +126,46 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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Player *plr = PlayerManager::getPlayer(sock);
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// find free quest item slot
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int slot = findFreeQSlot(plr);
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if (slot == -1) {
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// this should never happen
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std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
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return;
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}
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std::cout << "new qitem in slot " << slot << std::endl;
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// update player
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plr->QInven[slot].iType = 8;
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plr->QInven[slot].iID = id;
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plr->QInven[slot].iOpt = count;
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// preserve stats
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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reward->iTaskID = missionData->iTaskNum;
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reward->iNPC_TypeID = 0; // XXX
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item->sItem.iType = 8;
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item->sItem.iID = suitem->itemIds[0]; // XXX XXX XXX
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item->sItem.iOpt = 1; // XXX count needs to be correct
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item->iSlotNum = 0; // XXX
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reward->iItemCnt = 1; // remember to update resplen if you change this
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reward->iTaskID = task;
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reward->iNPC_TypeID = mobid;
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item->sItem = plr->QInven[slot];
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item->iSlotNum = slot;
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item->eIL = 2;
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std::cout << "sending item packet\n";
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std::cout << "sending quest item\n";
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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// mission rewards
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if (Rewards.find(missionData->iTaskNum) == Rewards.end()) {
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// not a mission's final task
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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return;
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}
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Reward *reward = Rewards[missionData->iTaskNum];
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void MissionManager::giveMissionReward(CNSocket *sock, int task) {
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Reward *reward = Rewards[task];
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Player *plr = PlayerManager::getPlayer(sock);
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int nrewards = 0;
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for (int i = 0; i < 4; i++) {
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@ -99,7 +180,7 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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std::cout << "Not enough room to complete task" << std::endl;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail);
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fail.iTaskNum = missionData->iTaskNum;
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fail.iTaskNum = task;
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fail.iErrorCode = 13; // inventory full
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sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
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@ -137,30 +218,5 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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plr->Inven[slots[i]] = item->sItem;
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}
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
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return; // malformed packet
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sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
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response.iCurrentMissionID = missionData->iCurrentMissionID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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//void MissionManager::dropQuestItem(CNSocket *sock, int mobid, int count) {}
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#pragma once
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#include "CNShardServer.hpp"
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#include "Player.hpp"
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#include "contrib/JSON.hpp"
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@ -42,14 +43,29 @@ struct QuestDropSet {
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}
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};
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struct ItemCleanup {
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int32_t itemIds[4];
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ItemCleanup(nlohmann::json ids) {
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for (int i = 0; i < 4; i++) {
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itemIds[i] = ids[i];
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}
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}
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};
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namespace MissionManager {
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extern std::map<int32_t, Reward*> Rewards;
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extern std::map<int32_t, SUItem*> SUItems;
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extern std::map<int32_t, QuestDropSet*> QuestDropSets;
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extern std::map<int32_t, ItemCleanup*> ItemCleanups;
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void init();
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void acceptMission(CNSocket* sock, CNPacketData* data);
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void completeTask(CNSocket* sock, CNPacketData* data);
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void setMission(CNSocket* sock, CNPacketData* data);
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void quitMission(CNSocket* sock, CNPacketData* data);
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int findFreeQSlot(Player *plr);
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void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
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void giveMissionReward(CNSocket *sock, int task);
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}
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bool isTrading;
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bool isTradeConfirm;
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bool IsGM;
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int tasks[6];
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sItemBase QInven[AQINVEN_COUNT];
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};
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// load NPCs from NPC.json
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try {
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std::ifstream inFile(settings::NPCJSON);
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nlohmann::json npcData;
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@ -39,7 +38,7 @@ void TableData::init() {
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// load temporary mob dump
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try {
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std::ifstream inFile(settings::MOBJSON); // not in settings, since it's temp
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std::ifstream inFile(settings::MOBJSON);
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nlohmann::json npcData;
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// read file into json
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@ -82,7 +81,7 @@ void TableData::init() {
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std::cout << "[INFO] populated " << NPCManager::Warps.size() << " Warps" << std::endl;
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// missions
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// load mission-related data
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nlohmann::json tasks = xdtData["m_pMissionTable"]["m_pMissionData"];
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for (auto _task = tasks.begin(); _task != tasks.end(); _task++) {
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@ -99,9 +98,8 @@ void TableData::init() {
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// quest items obtained after completing a certain task
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// (distinct from quest items dropped from mobs)
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if (task["m_iSUItem"][0] != 0) {
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if (task["m_iSUItem"][0] != 0)
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MissionManager::SUItems[task["m_iHTaskID"]] = new SUItem(task["m_iSUItem"]);
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}
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// quest item mob drops
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if (task["m_iCSUItemID"][0] != 0) {
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@ -109,6 +107,12 @@ void TableData::init() {
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// TODO: timeouts, drop rates, etc.
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// not sure if we need to keep track of NumNeeded/NumToKill server-side.
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}
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// quest item cleanup
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if (task["m_iDelItemID"][0] != 0) {
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std::cout << "adding DelItem for " << task["m_iHTaskID"] << std::endl;
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MissionManager::ItemCleanups[task["m_iHTaskID"]] = new ItemCleanup(task["m_iDelItemID"]);
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}
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}
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std::cout << "[INFO] Loaded mission-related data" << std::endl;
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@ -129,4 +133,6 @@ void TableData::cleanup() {
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delete pair.second;
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for (auto& pair : MissionManager::QuestDropSets)
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delete pair.second;
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for (auto& pair : MissionManager::ItemCleanups)
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delete pair.second;
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}
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@ -34,7 +34,9 @@ void terminate(int arg) {
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std::cout << "OpenFusion: terminating." << std::endl;
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shardServer->kill();
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shardThread->join();
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#if defined(__SANITIZE_ADDRESS__) || (defined(__has_feature) && __has_feature(address_sanitizer))
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TableData::cleanup();
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#endif
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exit(0);
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}
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#define AEQUIP_COUNT 9
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#define AINVEN_COUNT 50
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#define AQINVEN_COUNT 50
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#pragma pack(push)
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#define AEQUIP_COUNT 12
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#define AINVEN_COUNT 50
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#define AQINVEN_COUNT 50
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#pragma pack(push)
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