[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 1858938280
commit f4f5f2e0bd
16 changed files with 273 additions and 249 deletions

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};