#include "core/Core.hpp" #include "Entities.hpp" #include "Chunking.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "Eggs.hpp" #include "MobAI.hpp" #include static_assert(std::is_standard_layout::value); static_assert(std::is_trivially_copyable::value); EntityRef::EntityRef(CNSocket *s) { kind = EntityKind::PLAYER; sock = s; } EntityRef::EntityRef(int32_t i) { id = i; assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end()); kind = NPCManager::NPCs[id]->kind; } bool EntityRef::isValid() const { if (kind == EntityKind::PLAYER) return PlayerManager::players.find(sock) != PlayerManager::players.end(); return NPCManager::NPCs.find(id) != NPCManager::NPCs.end(); } Entity *EntityRef::getEntity() const { assert(isValid()); if (kind == EntityKind::PLAYER) return PlayerManager::getPlayer(sock); return NPCManager::NPCs[id]; } sNPCAppearanceData BaseNPC::getAppearanceData() { sNPCAppearanceData data = {}; data.iAngle = angle; data.iBarkerType = 0; // unused? 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 = getAppearanceData(); sock->sendPacket(pkt, P_FE2CL_NPC_ENTER); } void Bus::enterIntoViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, pkt); // TODO: Potentially decouple this from BaseNPC? pkt.AppearanceData = { 3, id, type, x, y, z }; sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER); } void Egg::enterIntoViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt); // 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 = getAppearanceData(); sock->sendPacket(pkt, P_FE2CL_PC_NEW); } /* * Entity leaving view. */ void BaseNPC::disappearFromViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); 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 = id; sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT); } void Egg::disappearFromViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt); pkt.iShinyID = id; sock->sendPacket(pkt, P_FE2CL_SHINY_EXIT); } void Player::disappearFromViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_PC_EXIT, pkt); pkt.iID = iID; sock->sendPacket(pkt, P_FE2CL_PC_EXIT); }