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(WIP) Initial ICombatant draft
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@ -77,7 +77,7 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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bool alive = ent->isExtant();
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// TODO: maybe optimize this, potentially using AROUND packets?
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for (Chunk *chunk : chnks) {
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@ -94,7 +94,7 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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}
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// notify this *player* of the existence of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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if (ref.type == EntityType::PLAYER && other->isExtant()) {
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other->enterIntoViewOf(ref.sock);
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}
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@ -109,7 +109,7 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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bool alive = ent->isExtant();
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// TODO: same as above
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for (Chunk *chunk : chnks) {
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@ -126,7 +126,7 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& r
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}
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// notify this *player* of the departure of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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if (ref.type == EntityType::PLAYER && other->isExtant()) {
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other->disappearFromViewOf(ref.sock);
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}
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@ -103,6 +103,19 @@ sPCAppearanceData Player::getAppearanceData() {
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return data;
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}
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// player combat methods; not sure if this is the right place to put them
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void Player::takeDamage(EntityRef src, int amt) {
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// stubbed
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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// TODO: this is less effiecient than it was, because of memset()
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void Player::enterIntoViewOf(CNSocket *sock) {
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INITSTRUCT(sP_FE2CL_PC_NEW, pkt);
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@ -26,7 +26,7 @@ struct Entity {
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// destructor must be virtual, apparently
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virtual ~Entity() {}
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virtual bool isAlive() { return true; }
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virtual bool isExtant() { return true; }
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// stubs
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virtual void enterIntoViewOf(CNSocket *sock) = 0;
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@ -69,6 +69,20 @@ struct EntityRef {
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}
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};
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/*
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* Interfaces
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*/
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class ICombatant {
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public:
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ICombatant() {}
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virtual ~ICombatant() {}
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virtual void takeDamage(EntityRef, int) = 0;
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virtual void heal(EntityRef, int) = 0;
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virtual bool isAlive() = 0;
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};
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/*
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* Subclasses
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*/
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@ -98,7 +112,7 @@ public:
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sNPCAppearanceData getAppearanceData();
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};
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struct CombatNPC : public BaseNPC {
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struct CombatNPC : public BaseNPC, public ICombatant {
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int maxHealth = 0;
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int spawnX = 0;
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int spawnY = 0;
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@ -120,6 +134,14 @@ struct CombatNPC : public BaseNPC {
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_stepAI(this, currTime);
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}
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virtual void takeDamage(EntityRef src, int amt) override {
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// stubbed
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}
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virtual void heal(EntityRef src, int amt) override {
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// stubbed
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}
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virtual bool isAlive() override { return hp > 0; }
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};
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@ -137,7 +159,7 @@ struct Egg : public BaseNPC {
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kind = EntityType::EGG;
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}
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virtual bool isAlive() override { return !dead; }
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virtual bool isExtant() override { return !dead; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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@ -11,7 +11,7 @@
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#define PC_MAXHEALTH(level) (925 + 75 * (level))
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struct Player : public Entity {
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struct Player : public Entity, public ICombatant {
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int accountId = 0;
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int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
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int32_t iID = 0;
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@ -90,5 +90,9 @@ struct Player : public Entity {
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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virtual void takeDamage(EntityRef src, int amt) override;
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virtual void heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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sPCAppearanceData getAppearanceData();
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};
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