#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) { type = EntityType::PLAYER; sock = s; } EntityRef::EntityRef(int32_t i) { id = i; assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end()); type = NPCManager::NPCs[id]->type; } bool EntityRef::isValid() const { if (type == EntityType::PLAYER) return PlayerManager::players.find(sock) != PlayerManager::players.end(); return NPCManager::NPCs.find(id) != NPCManager::NPCs.end(); } Entity *EntityRef::getEntity() const { assert(isValid()); if (type == EntityType::PLAYER) return PlayerManager::getPlayer(sock); return NPCManager::NPCs[id]; } /* * 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; 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, appearanceData.iNPC_ID, appearanceData.iNPCType, x, y, z }; sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER); } void Egg::enterIntoViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt); Eggs::npcDataToEggData(&appearanceData, &pkt.ShinyAppearanceData); sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER); } // 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); sock->sendPacket(pkt, P_FE2CL_PC_NEW); } /* * Entity leaving view. */ void BaseNPC::disappearFromViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); pkt.iNPC_ID = appearanceData.iNPC_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; sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_EXIT); } void Egg::disappearFromViewOf(CNSocket *sock) { INITSTRUCT(sP_FE2CL_SHINY_EXIT, pkt); pkt.iShinyID = appearanceData.iNPC_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); }