[WIP] Replace appearance data with individual fields

Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
This commit is contained in:
gsemaj 2021-06-20 14:37:37 -04:00 committed by gsemaj
parent 7c5b9a8105
commit 3ce9ae5f77
No known key found for this signature in database
GPG Key ID: 24B96BAA40497929
16 changed files with 273 additions and 249 deletions

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@ -151,15 +151,15 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
Combat::hitMob(sock, mob, 0);
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].bProtected = 1;
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->appearanceData.iConditionBitFlag |= bitFlag;
&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->cbf |= bitFlag;
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
respdata[i].bProtected = 0;
}
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@ -224,16 +224,16 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
respdata[i].eCT = 4;
respdata[i].iDamage = duration / 10;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
respdata[i].bProtected = 1;
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->appearanceData.iConditionBitFlag |= bitFlag;
&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->cbf |= bitFlag;
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
respdata[i].bProtected = 0;
}
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@ -293,8 +293,8 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
respdata[i].eCT = 4;
respdata[i].iDamage = damage;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
return true;
}
@ -348,8 +348,8 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
damagedata->eCT = 4;
damagedata->iDamage = damage;
damagedata->iID = mob->appearanceData.iNPC_ID;
damagedata->iHP = mob->appearanceData.iHP;
damagedata->iID = mob->id;
damagedata->iHP = mob->hp;
return true;
}
@ -476,13 +476,13 @@ bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, i
Mob* targetMob = (Mob*)npc;
int healedAmount = amount * targetMob->maxHealth / 1000;
targetMob->appearanceData.iHP += healedAmount;
if (targetMob->appearanceData.iHP > targetMob->maxHealth)
targetMob->appearanceData.iHP = targetMob->maxHealth;
targetMob->hp += healedAmount;
if (targetMob->hp > targetMob->maxHealth)
targetMob->hp = targetMob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = targetMob->appearanceData.iNPC_ID;
respdata[i].iHP = targetMob->appearanceData.iHP;
respdata[i].iID = targetMob->id;
respdata[i].iHP = targetMob->hp;
respdata[i].iHealHP = healedAmount;
return true;
@ -490,13 +490,13 @@ bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, i
bool doReturnHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
mob->hp += healedAmount;
if (mob->hp > mob->maxHealth)
mob->hp = mob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
respdata[i].iHealHP = healedAmount;
return true;
@ -567,13 +567,13 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
mob->hp += healedAmount;
if (mob->hp > mob->maxHealth)
mob->hp = mob->maxHealth;
healdata->eCT = 4;
healdata->iID = mob->appearanceData.iNPC_ID;
healdata->iHP = mob->appearanceData.iHP;
healdata->iID = mob->id;
healdata->iHP = mob->hp;
healdata->iHealHP = healedAmount;
int damage = healedAmount;
@ -639,9 +639,9 @@ bool doBatteryDrain(Mob* mob, sSkillResult_BatteryDrain* respdata, int i, int32_
bool doBuff(Mob* mob, sSkillResult_Buff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
mob->appearanceData.iConditionBitFlag |= bitFlag;
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iID = mob->id;
mob->cbf |= bitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@ -670,7 +670,7 @@ template<class sPAYLOAD,
sP_FE2CL_NPC_SKILL_HIT* resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
sPAYLOAD* respdata = (sPAYLOAD*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
resp->iNPC_ID = mob->appearanceData.iNPC_ID;
resp->iNPC_ID = mob->id;
resp->iSkillID = skillID;
resp->iValue1 = mob->hitX;
resp->iValue2 = mob->hitY;

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@ -279,42 +279,42 @@ void Chunking::createInstance(uint64_t instanceID) {
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
continue; // follower; don't copy individually
Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId--);
NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->angle,
instanceID, baseNPC->type, NPCManager::NPCData[baseNPC->type], NPCManager::nextId--);
NPCManager::NPCs[newMob->id] = newMob;
// if in a group, copy over group members as well
if (((Mob*)baseNPC)->groupLeader != 0) {
newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
newMob->groupLeader = newMob->id; // set leader ID for new leader
Mob* mobData = (Mob*)baseNPC;
for (int i = 0; i < 4; i++) {
if (mobData->groupMember[i] != 0) {
int followerID = NPCManager::nextId--; // id for follower
BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
// new follower instance
Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->angle,
instanceID, baseFollower->type, NPCManager::NPCData[baseFollower->type], followerID);
// add follower to NPC maps
NPCManager::NPCs[followerID] = newMobFollower;
// set follower-specific properties
newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
newMobFollower->groupLeader = newMob->id;
newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
// add follower copy to leader copy
newMob->groupMember[i] = followerID;
NPCManager::updateNPCPosition(followerID, baseFollower->x, baseFollower->y, baseFollower->z,
instanceID, baseFollower->appearanceData.iAngle);
instanceID, baseFollower->angle);
}
}
}
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
NPCManager::updateNPCPosition(newMob->id, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->angle);
} else {
BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId--);
NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->angle,
instanceID, baseNPC->type, NPCManager::nextId--);
NPCManager::NPCs[newNPC->id] = newNPC;
NPCManager::updateNPCPosition(newNPC->id, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->angle);
}
}
}

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@ -139,9 +139,9 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
damage.first = hitMob(sock, mob, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
@ -168,7 +168,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iNPC_ID = mob->id;
pkt->iPCCnt = 1;
atk->iID = plr->iID;
@ -207,20 +207,20 @@ int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
MobAI::followToCombat(mob);
}
mob->appearanceData.iHP -= damage;
mob->hp -= damage;
// wake up sleeping monster
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) {
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
if (mob->cbf & CSB_BIT_MEZ) {
mob->cbf &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->appearanceData.iHP <= 0)
if (mob->hp <= 0)
killMob(mob->target, mob);
return damage;
@ -253,7 +253,7 @@ static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
void Combat::killMob(CNSocket *sock, Mob *mob) {
mob->state = MobState::DEAD;
mob->target = nullptr;
mob->appearanceData.iConditionBitFlag = 0;
mob->cbf = 0;
mob->skillStyle = -1;
mob->unbuffTimes.clear();
mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
@ -273,7 +273,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
Items::giveMobDrop(sock, mob, rolled, eventRolled);
Missions::mobKilled(sock, mob->appearanceData.iNPCType, qitemRolls);
Missions::mobKilled(sock, mob->type, qitemRolls);
} else {
for (int i = 0; i < leader->groupCnt; i++) {
CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
@ -288,7 +288,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
continue;
Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
Missions::mobKilled(sockTo, mob->appearanceData.iNPCType, qitemRolls);
Missions::mobKilled(sockTo, mob->type, qitemRolls);
}
}
}
@ -298,10 +298,10 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
// fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == mob->appearanceData.iNPCType)
if (event.trigger == ON_KILLED && event.npcType == mob->type)
event.handler(sock, mob);
auto it = Transport::NPCQueues.find(mob->appearanceData.iNPC_ID);
auto it = Transport::NPCQueues.find(mob->id);
if (it == Transport::NPCQueues.end() || it->second.empty())
return;
@ -319,7 +319,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
queue.push(point);
}
} else {
Transport::NPCQueues.erase(mob->appearanceData.iNPC_ID);
Transport::NPCQueues.erase(mob->id);
}
}
@ -513,9 +513,9 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
damage.first = hitMob(sock, mob, damage.first);
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
}
}
@ -711,9 +711,9 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
damage.first = hitMob(sock, mob, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHP = mob->hp;
respdata[i].iHitFlag = damage.second;
}

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@ -243,20 +243,20 @@ static void summonWCommand(std::string full, std::vector<std::string>& args, CNS
BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
// update angle
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
", id: " + std::to_string(npc->id));
TableData::RunningMobs[npc->id] = npc; // only record the one in the template
}
static void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -269,21 +269,21 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
return;
}
if (TableData::RunningEggs.find(npc->appearanceData.iNPC_ID) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningEggs.erase(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
if (TableData::RunningEggs.find(npc->id) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningEggs.erase(npc->id);
NPCManager::destroyNPC(npc->id);
return;
}
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->appearanceData.iNPC_ID) == TableData::RunningGroups.end()) {
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->id) == TableData::RunningGroups.end()) {
Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
if (NPCManager::NPCs.find(npc->appearanceData.iNPC_ID) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->appearanceData.iNPC_ID]->kind == EntityType::MOB) {
if (NPCManager::NPCs.find(npc->id) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->id]->kind == EntityType::MOB) {
int leadId = ((Mob*)npc)->groupLeader;
if (leadId != 0) {
if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->kind != EntityType::MOB) {
@ -308,12 +308,12 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
}
}
Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
TableData::RunningMobs.erase(npc->id);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->id);
}
static void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -356,24 +356,24 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
}
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
+ std::to_string(npc->id));
} else {
TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
TableData::RunningNPCRotations[npc->id] = angle;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
+ std::to_string(npc->id));
}
// update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->appearanceData;
pkt.NPCAppearanceData = npc->getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
@ -443,9 +443,9 @@ static void npcInstanceCommand(std::string full, std::vector<std::string>& args,
return;
}
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, instance, npc->appearanceData.iAngle);
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->id) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->id] = instance;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, instance, npc->angle);
}
static void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -610,39 +610,39 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
if (team == 2 && i > 0 && npc->kind == EntityType::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
if (team == 2 && i > 0 && npc->kind == EntityType::MOB) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
", id: " + std::to_string(npc->id));
if (i == 0 && team == 2 && npc->kind == EntityType::MOB) {
type = type2;
leadNpc = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
leadNpc = (Mob*)NPCManager::NPCs[npc->id];
leadNpc->groupLeader = leadNpc->id;
}
}
@ -654,7 +654,7 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
return;
}
TableData::RunningGroups[leadNpc->appearanceData.iNPC_ID] = leadNpc; // only record the leader
TableData::RunningGroups[leadNpc->id] = leadNpc; // only record the leader
}
static void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -671,15 +671,15 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
return;
}
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->appearanceData.iNPC_ID));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->appearanceData.iNPCType));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->appearanceData.iAngle));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->angle));
std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");
Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID)));
@ -705,7 +705,7 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
continue;
for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
if (it->second.npcID == npc->appearanceData.iNPCType) {
if (it->second.npcID == npc->type) {
taskID = it->second.limitTaskID;
missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
lastDist = dist;
@ -981,7 +981,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
pathPoints.push_back(marker);
// map from player
TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is now following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is now following you");
updatePathMarkers(sock);
return;
}
@ -1008,8 +1008,8 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path here
if (args[1] == "here") {
// bring the NPC to where the player is standing
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, 0);
Transport::NPCQueues.erase(npc->id); // delete transport queue
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
Chat::sendServerMessage(sock, "[PATH] Come here");
@ -1047,9 +1047,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
speed = speedArg;
}
// return NPC to home
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
@ -1065,7 +1065,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->appearanceData.iNPC_ID] = keyframes;
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
Chat::sendServerMessage(sock, "[PATH] Testing NPC path");
@ -1075,9 +1075,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// /path cancel
if (args[1] == "cancel") {
// return NPC to home
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
// deallocate markers
@ -1087,7 +1087,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
}
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
return;
}
@ -1115,9 +1115,9 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
}
// return NPC to home and set path to repeat
Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
npc->loopingPath = true;
@ -1134,7 +1134,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->appearanceData.iNPC_ID] = keyframes;
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
// save to gruntwork
@ -1161,7 +1161,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
finishedPath.isLoop = true;
finishedPath.speed = speed;
finishedPath.points = finalPoints;
finishedPath.targetIDs.push_back(npc->appearanceData.iNPC_ID);
finishedPath.targetIDs.push_back(npc->id);
TableData::FinishedNPCPaths.push_back(finishedPath);
@ -1173,7 +1173,7 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
TableData::flush();
Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork");

View File

@ -135,7 +135,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
// respawn it
egg->dead = false;
egg->deadUntil = 0;
egg->appearanceData.iHP = 400;
egg->hp = 400;
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
}
@ -180,7 +180,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
}
*/
int typeId = egg->appearanceData.iNPCType;
int typeId = egg->type;
if (EggTypes.find(typeId) == EggTypes.end()) {
std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return;
@ -255,7 +255,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;
egg->hp = 0;
}
}

View File

@ -39,15 +39,26 @@ Entity *EntityRef::getEntity() const {
return NPCManager::NPCs[id];
}
sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = barkerType;
data.iConditionBitFlag = cbf;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
data.iX = x;
data.iY = y;
data.iZ = z;
return data;
}
/*
* Entity coming into view.
*/
void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData;
pkt.NPCAppearanceData.iX = x;
pkt.NPCAppearanceData.iY = y;
pkt.NPCAppearanceData.iZ = z;
pkt.NPCAppearanceData = getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
@ -56,7 +67,7 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
// TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = {
3, appearanceData.iNPC_ID, appearanceData.iNPCType,
3, id, type,
x, y, z
};
@ -66,28 +77,36 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt);
Eggs::npcDataToEggData(x, y, z, &appearanceData, &pkt.ShinyAppearanceData);
// TODO: Potentially decouple this from BaseNPC?
pkt.ShinyAppearanceData = {
id, type, 0, // client doesn't care about map num
x, y, z
};
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
}
sPCAppearanceData Player::getAppearanceData() {
sPCAppearanceData data = {};
data.iID = iID;
data.iHP = HP;
data.iLv = level;
data.iX = x;
data.iY = y;
data.iZ = z;
data.iAngle = angle;
data.PCStyle = PCStyle;
data.Nano = Nanos[activeNano];
data.iPCState = iPCState;
data.iSpecialState = iSpecialState;
memcpy(data.ItemEquip, Equip, sizeof(sItemBase) * AEQUIP_COUNT);
return data;
}
// 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);
pkt.PCAppearanceData = getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_PC_NEW);
}
@ -96,20 +115,20 @@ void Player::enterIntoViewOf(CNSocket *sock) {
*/
void BaseNPC::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = appearanceData.iNPC_ID;
pkt.iNPC_ID = id;
sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
}
void Bus::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, pkt);
pkt.eTT = 3;
pkt.iT_ID = appearanceData.iNPC_ID;
pkt.iT_ID = id;
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT);
}
void Egg::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt);
pkt.iShinyID = appearanceData.iNPC_ID;
pkt.iShinyID = id;
sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT);
}

View File

@ -74,25 +74,31 @@ struct EntityRef {
*/
class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData = {};
int id;
int type;
int hp;
int angle;
int cbf;
int barkerType;
bool loopingPath = false;
BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX
BaseNPC(int _X, int _Y, int _Z, int _A, uint64_t iID, int t, int _id) { // XXX
x = _X;
y = _Y;
z = _Z;
appearanceData.iNPCType = t;
appearanceData.iHP = 400;
appearanceData.iAngle = angle;
appearanceData.iConditionBitFlag = 0;
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
type = t;
hp = 400;
angle = _A;
cbf = 0;
barkerType = 0;
id = _id;
instanceID = iID;
};
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
sNPCAppearanceData getAppearanceData();
};
struct CombatNPC : public BaseNPC {
@ -115,7 +121,7 @@ struct CombatNPC : public BaseNPC {
_stepAI(this, currTime);
}
virtual bool isAlive() override { return appearanceData.iHP > 0; }
virtual bool isAlive() override { return hp > 0; }
};
// Mob is in MobAI.hpp, Player is in Player.hpp

View File

@ -822,12 +822,12 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled) {
// sanity check
if (Items::MobToDropMap.find(mob->appearanceData.iNPCType) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->appearanceData.iNPCType << " has no drops assigned" << std::endl;
if (Items::MobToDropMap.find(mob->type) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->type << " has no drops assigned" << std::endl;
return;
}
// find mob drop id
int mobDropId = Items::MobToDropMap[mob->appearanceData.iNPCType];
int mobDropId = Items::MobToDropMap[mob->type];
giveSingleDrop(sock, mob, mobDropId, rolled);

View File

@ -373,9 +373,9 @@ static void taskStart(CNSocket* sock, CNPacketData* data) {
for (EntityRef ref : chunk->entities) {
if (ref.type != EntityType::PLAYER) {
BaseNPC* npc = (BaseNPC*)ref.getEntity();
NPCPath* path = Transport::findApplicablePath(npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, missionData->iTaskNum);
NPCPath* path = Transport::findApplicablePath(npc->id, npc->type, missionData->iTaskNum);
if (path != nullptr) {
Transport::constructPathNPC(npc->appearanceData.iNPC_ID, path);
Transport::constructPathNPC(npc->id, path);
return;
}
}

View File

@ -47,13 +47,13 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
void MobAI::clearDebuff(Mob *mob) {
mob->skillStyle = -1;
mob->appearanceData.iConditionBitFlag = 0;
mob->cbf = 0;
mob->unbuffTimes.clear();
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
@ -196,7 +196,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf;
sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT));
resp->iNPC_ID = mob->appearanceData.iNPC_ID;
resp->iNPC_ID = mob->id;
resp->iSkillID = skillID;
resp->iStyle = style;
resp->iValue1 = plr->x;
@ -247,7 +247,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
if (plr->Nanos[plr->activeNano].iStamina > 150)
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
// fire damage power disguised as a corruption attack back at the enemy
std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
std::vector<int> targetData2 = {1, mob->id, 0, 0, 0};
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == EST_DAMAGE)
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
@ -362,7 +362,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (random < prob1 + prob2) { // corruption windup
int skillID = (int)mob->data["m_iCorruptionType"];
INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iNPC_ID = mob->id;
pkt.iSkillID = skillID;
pkt.iValue1 = plr->x;
pkt.iValue2 = plr->y;
@ -381,7 +381,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (random < prob1 + prob2 + prob3) { // eruption windup
int skillID = (int)mob->data["m_iMegaType"];
INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iNPC_ID = mob->id;
pkt.iSkillID = skillID;
pkt.iValue1 = mob->hitX = plr->x;
pkt.iValue2 = mob->hitY = plr->y;
@ -406,13 +406,13 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
mob->roamZ = mob->z;
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
std::vector<int> targetData = {1, mob->id, 0, 0, 0};
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
if (event.trigger == ON_COMBAT && event.npcType == mob->type)
event.handler(sock, mob);
}
@ -426,18 +426,18 @@ static void drainMobHP(Mob *mob, int amount) {
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
pkt->iID = mob->appearanceData.iNPC_ID;
pkt->iID = mob->id;
pkt->eCT = 4; // mob
pkt->iTB_ID = ECSB_BOUNDINGBALL;
drain->eCT = 4;
drain->iID = mob->appearanceData.iNPC_ID;
drain->iID = mob->id;
drain->iDamage = amount;
drain->iHP = mob->appearanceData.iHP -= amount;
drain->iHP = mob->hp -= amount;
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
if (mob->appearanceData.iHP <= 0)
if (mob->hp <= 0)
Combat::killMob(mob->target, mob);
}
@ -448,14 +448,14 @@ static void deadStep(Mob *mob, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iNPC_ID = mob->id;
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
// if it was summoned, mark it for removal
if (mob->summoned) {
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
NPCManager::queueNPCRemoval(mob->appearanceData.iNPC_ID);
NPCManager::queueNPCRemoval(mob->id);
return;
}
@ -466,15 +466,15 @@ static void deadStep(Mob *mob, time_t currTime) {
}
// to guide their groupmates, group leaders still need to move despite being dead
if (mob->groupLeader == mob->appearanceData.iNPC_ID)
if (mob->groupLeader == mob->id)
roamingStep(mob, currTime);
if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
return;
std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl;
std::cout << "respawning mob " << mob->id << " with HP = " << mob->maxHealth << std::endl;
mob->appearanceData.iHP = mob->maxHealth;
mob->hp = mob->maxHealth;
mob->state = MobState::ROAMING;
// if mob is a group leader/follower, spawn where the group is.
@ -491,10 +491,7 @@ static void deadStep(Mob *mob, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = mob->appearanceData;
pkt.NPCAppearanceData.iX = mob->x;
pkt.NPCAppearanceData.iY = mob->y;
pkt.NPCAppearanceData.iZ = mob->z;
pkt.NPCAppearanceData = mob->getAppearanceData();
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
@ -532,13 +529,13 @@ static void combatStep(Mob *mob, time_t currTime) {
// drain
if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
&& mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
&& mob->cbf & CSB_BIT_BOUNDINGBALL) {
drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
mob->lastDrainTime = currTime;
}
// if drain killed the mob, return early
if (mob->appearanceData.iHP <= 0)
if (mob->hp <= 0)
return;
// unbuffing
@ -546,12 +543,12 @@ static void combatStep(Mob *mob, time_t currTime) {
while (it != mob->unbuffTimes.end()) {
if (currTime >= it->second) {
mob->appearanceData.iConditionBitFlag &= ~it->first;
mob->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = mob->unbuffTimes.erase(it);
@ -561,7 +558,7 @@ static void combatStep(Mob *mob, time_t currTime) {
}
// skip attack if stunned or asleep
if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
if (mob->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
mob->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return;
}
@ -587,7 +584,7 @@ static void combatStep(Mob *mob, time_t currTime) {
mob->nextAttack = 0;
// halve movement speed if snared
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
if (mob->cbf & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
int targetX = plr->x;
@ -602,11 +599,11 @@ static void combatStep(Mob *mob, time_t currTime) {
if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
mob->nextAttack = 0;
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->z, mob->instanceID, mob->appearanceData.iAngle);
NPCManager::updateNPCPosition(mob->id, targ.first, targ.second, mob->z, mob->instanceID, mob->angle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iNPC_ID = mob->id;
pkt.iSpeed = speed;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
@ -664,7 +661,7 @@ static void roamingStep(Mob *mob, time_t currTime) {
if (mob->staticPath)
return;
if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) // don't roam by yourself without group leader
if (mob->groupLeader != 0 && mob->groupLeader != mob->id) // don't roam by yourself without group leader
return;
/*
@ -704,7 +701,7 @@ static void roamingStep(Mob *mob, time_t currTime) {
farY = std::clamp(farY, yStart, yStart + mob->idleRange);
// halve movement speed if snared
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
if (mob->cbf & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
std::queue<Vec3> queue;
@ -713,9 +710,9 @@ static void roamingStep(Mob *mob, time_t currTime) {
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, speed);
Transport::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
Transport::NPCQueues[mob->id] = queue;
if (mob->groupLeader != 0 && mob->groupLeader == mob->appearanceData.iNPC_ID) {
if (mob->groupLeader != 0 && mob->groupLeader == mob->id) {
// make followers follow this npc.
for (int i = 0; i < 4; i++) {
if (mob->groupMember[i] == 0)
@ -731,7 +728,7 @@ static void roamingStep(Mob *mob, time_t currTime) {
from = { followerMob->x, followerMob->y, followerMob->z };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z };
Transport::lerp(&queue2, from, to, speed);
Transport::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
Transport::NPCQueues[followerMob->id] = queue2;
}
}
}
@ -751,7 +748,7 @@ static void retreatStep(Mob *mob, time_t currTime) {
auto targ = lerp(mob->x, mob->y, mob->roamX, mob->roamY, (int)mob->speed*4/5);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iNPC_ID = mob->id;
pkt.iSpeed = (int)mob->speed * 2;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
@ -766,10 +763,10 @@ static void retreatStep(Mob *mob, time_t currTime) {
//if (distance <= mob->data["m_iIdleRange"]) {
if (distance <= 10) { // retreat back to the spawn point
mob->state = MobState::ROAMING;
mob->appearanceData.iHP = mob->maxHealth;
mob->hp = mob->maxHealth;
mob->killedTime = 0;
mob->nextAttack = 0;
mob->appearanceData.iConditionBitFlag = 0;
mob->cbf = 0;
// cast a return home heal spell, this is the right way(tm)
std::vector<int> targetData = {1, 0, 0, 0, 0};

View File

@ -72,10 +72,10 @@ struct Mob : public CombatNPC {
offsetX = 0;
offsetY = 0;
appearanceData.iConditionBitFlag = 0;
cbf = 0;
// NOTE: there appear to be discrepancies in the dump
appearanceData.iHP = maxHealth;
hp = maxHealth;
kind = EntityType::MOB;
_stepAI = MobAI::step;

View File

@ -67,7 +67,7 @@ void NPCManager::destroyNPC(int32_t id) {
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id];
npc->appearanceData.iAngle = angle;
npc->angle = angle;
ChunkPos oldChunk = npc->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
npc->x = X;
@ -154,7 +154,7 @@ static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
for (int i = 0; i < req->iNPCCnt; i++) {
BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, 0);
}
}
@ -305,16 +305,16 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
// Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->angle);
// right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->angle);
}
// summon left arm and stage 3 body
@ -327,16 +327,16 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
// Cosmix, Damage Point
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->angle);
// Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->angle);
}
std::vector<NPCEvent> NPCManager::NPCEvents = {

View File

@ -89,4 +89,6 @@ struct Player : public Entity {
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
sPCAppearanceData getAppearanceData();
};

View File

@ -33,7 +33,7 @@ static void movePlayer(CNSocket* sock, CNPacketData* data) {
// [gruntwork] check if player has a follower and move it
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
BaseNPC* follower = TableData::RunningNPCPaths[plr->iID].first;
Transport::NPCQueues.erase(follower->appearanceData.iNPC_ID); // erase existing points
Transport::NPCQueues.erase(follower->id); // erase existing points
std::queue<Vec3> queue;
Vec3 from = { follower->x, follower->y, follower->z };
float drag = 0.95f; // this ensures that they don't bump into the player
@ -45,7 +45,7 @@ static void movePlayer(CNSocket* sock, CNPacketData* data) {
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, NPC_DEFAULT_SPEED * 1.5); // little faster than typical
Transport::NPCQueues[follower->appearanceData.iNPC_ID] = queue;
Transport::NPCQueues[follower->id] = queue;
}
}

View File

@ -315,9 +315,9 @@ static void loadPaths(json& pathData, int32_t* nextId) {
passedDistance -= SLIDER_GAP_SIZE; // step down
// spawn a slider
Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)--);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
NPCManager::NPCs[slider->id] = slider;
NPCManager::updateNPCPosition(slider->id, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->id] = route;
}
// rotate
route.pop();
@ -755,7 +755,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
npc->appearanceData.iAngle = angle;
npc->angle = angle;
RunningNPCRotations[npcID] = angle;
}
@ -768,8 +768,8 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y,
npc->z, instanceID, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y,
npc->z, instanceID, npc->angle);
RunningNPCMapNumbers[npcID] = instanceID;
}
@ -794,9 +794,9 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
}
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
RunningMobs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
NPCManager::NPCs[npc->id] = npc;
RunningMobs[npc->id] = npc;
NPCManager::updateNPCPosition(npc->id, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
}
// mob groups
@ -840,7 +840,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"];
tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
tmpFol->groupLeader = tmp->id;
tmp->groupMember[followerCount++] = *nextId;
(*nextId)--;
@ -850,7 +850,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
std::cout << "[WARN] Mob group leader with ID " << *nextId << " has too many followers (" << followers.size() << ")\n";
}
RunningGroups[tmp->appearanceData.iNPC_ID] = tmp; // store as running
RunningGroups[tmp->id] = tmp; // store as running
}
auto eggs = gruntwork["eggs"];
@ -1003,7 +1003,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
tmpFol->offsetY = follower.find("iOffsetY") == follower.end() ? 0 : (int)follower["iOffsetY"];
tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
tmpFol->groupLeader = tmp->id;
tmp->groupMember[followerCount++] = *nextId;
(*nextId)--;
@ -1238,13 +1238,13 @@ void TableData::flush() {
}
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)npc->appearanceData.iNPCType;
mob["iNPCType"] = (int)npc->type;
mob["iX"] = x;
mob["iY"] = y;
mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID);
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = npc->appearanceData.iAngle;
mob["iAngle"] = npc->angle;
// it's called mobs, but really it's everything
gruntwork["mobs"].push_back(mob);
@ -1264,7 +1264,7 @@ void TableData::flush() {
x = m->spawnX;
y = m->spawnY;
z = m->spawnZ;
if (m->groupLeader != m->appearanceData.iNPC_ID) { // make sure this is a leader
if (m->groupLeader != m->id) { // make sure this is a leader
std::cout << "[WARN] Non-leader mob found in running groups; ignoring\n";
continue;
}
@ -1285,13 +1285,13 @@ void TableData::flush() {
}
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)npc->appearanceData.iNPCType;
mob["iNPCType"] = (int)npc->type;
mob["iX"] = x;
mob["iY"] = y;
mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID);
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = npc->appearanceData.iAngle;
mob["iAngle"] = npc->angle;
// followers
while (followers.size() > 0) {
@ -1300,7 +1300,7 @@ void TableData::flush() {
// populate JSON entry
json fol;
fol["iNPCType"] = follower->appearanceData.iNPCType;
fol["iNPCType"] = follower->type;
fol["iOffsetX"] = follower->offsetX;
fol["iOffsetY"] = follower->offsetY;
@ -1325,7 +1325,7 @@ void TableData::flush() {
int mapnum = MAPNUM(npc->instanceID);
if (mapnum != 0)
egg["iMapNum"] = mapnum;
egg["iType"] = npc->appearanceData.iNPCType;
egg["iType"] = npc->type;
gruntwork["eggs"].push_back(egg);
}

View File

@ -276,7 +276,7 @@ static void stepNPCPathing() {
int distanceBetween = hypot(dXY, point.z - npc->z); // total distance
// update NPC location to update viewables
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->id, point.x, point.y, point.z, npc->instanceID, npc->angle);
// TODO: move walking logic into Entity stack
switch (npc->kind) {
@ -284,7 +284,7 @@ static void stepNPCPathing() {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
busMove.eTT = 3;
busMove.iT_ID = npc->appearanceData.iNPC_ID;
busMove.iT_ID = npc->id;
busMove.iMoveStyle = 0; // ???
busMove.iToX = point.x;
busMove.iToY = point.y;
@ -298,7 +298,7 @@ static void stepNPCPathing() {
/* fallthrough */
default:
INITSTRUCT(sP_FE2CL_NPC_MOVE, move);
move.iNPC_ID = npc->appearanceData.iNPC_ID;
move.iNPC_ID = npc->id;
move.iMoveStyle = 0; // ???
move.iToX = point.x;
move.iToY = point.y;