Another consistency pass

- change NotifyObject to use u16 string
- move stuff to header that is inline
- use u16strings instead of converting to u16 string
- move entity to dEntity
This commit is contained in:
David Markowitz
2023-06-16 01:01:13 -07:00
parent 9a9b9aa813
commit 92006123b8
29 changed files with 142 additions and 183 deletions

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@@ -1,5 +1,4 @@
set(DGAME_SOURCES "Character.cpp"
"Entity.cpp"
"EntityManager.cpp"
"LeaderboardManager.cpp"
"Player.cpp"

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@@ -247,7 +247,7 @@ const std::vector<Player*>& Player::GetAllPlayers() {
return m_Players;
}
uint64_t Player::GetDroppedCoins() {
uint64_t Player::GetDroppedCoins() const {
return m_DroppedCoins;
}

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@@ -36,7 +36,7 @@ public:
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot();
uint64_t GetDroppedCoins();
uint64_t GetDroppedCoins() const;
/**
* Setters

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@@ -1,2 +1,5 @@
set(DGAME_DENTITY_SOURCES "EntityCallbackTimer.cpp"
"EntityTimer.cpp" PARENT_SCOPE)
set(DGAME_DENTITY_SOURCES
"Entity.cpp"
"EntityCallbackTimer.cpp"
"EntityTimer.cpp"
PARENT_SCOPE)

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@@ -905,8 +905,12 @@ void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent eve
GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
}
void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name), UNASSIGNED_SYSTEM_ADDRESS);
void Entity::CancelCallbackTimers() {
m_CallbackTimers.clear();
}
void Entity::NotifyObject(Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), name, UNASSIGNED_SYSTEM_ADDRESS, param1, param2);
GetScript()->OnNotifyObject(this, sender, name, param1, param2);
}
@@ -1037,22 +1041,13 @@ void Entity::Kill(Entity* murderer) {
}
// Track a player smashing something else
if (murderer) {
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
}
if (!murderer) return;
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
}
}
void Entity::AddDieCallback(const std::function<void()>& callback) {
m_DieCallbacks.push_back(callback);
}
void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) {
m_PhantomCollisionCallbacks.push_back(callback);
}
void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
if (quickBuildComponent) quickBuildComponent->AddRebuildCompleteCallback(callback);
@@ -1063,11 +1058,10 @@ bool Entity::GetIsDead() const {
return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
}
// Replace static_cast with dynamic_cast
void Entity::AddLootItem(const Loot::Info& info) {
if (!IsPlayer()) return;
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
droppedLoot.insert(std::make_pair(info.id, info));
auto* player = dynamic_cast<Player*>(this);
if (player) player->GetDroppedLoot().insert(std::make_pair(info.id, info)); // Move this to Player
}
// Replace static_cast with dynamic_cast
@@ -1079,73 +1073,80 @@ void Entity::PickupItem(const LWOOBJID& objectID) {
auto* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
auto* player = dynamic_cast<Player*>(this);
if (!player) return;
auto& droppedLoot = player->GetDroppedLoot();
// See if there is some faster way to do this.
for (const auto& [lootObjId, loot] : droppedLoot) {
if (lootObjId != objectID) continue;
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->TrackLOTCollection(loot.lot);
auto lootIterator = droppedLoot.find(objectID);
if (lootIterator == droppedLoot.end()) return;
const auto& [objId, loot] = *lootIterator;
const CDObjects& object = objectsTable->GetByID(loot.lot);
if (object.id != 0 && object.type == "Powerup") {
const auto lootLot = loot.lot;
auto skills = skillsTable->Query([lootLot](CDObjectSkills entry) {return (entry.objectTemplate == lootLot); });
for (const auto& skill : skills) {
auto* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
// This should take a skillID, not a behaviorID.
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->TrackLOTCollection(loot.lot);
auto* missionComponent = GetComponent<MissionComponent>();
const CDObjects& object = objectsTable->GetByID(loot.lot);
if (object.id != 0 && object.type == "Powerup") {
const auto lootLot = loot.lot;
auto skills = skillsTable->Query([lootLot](CDObjectSkills entry) { return (entry.objectTemplate == lootLot); });
auto* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
for (const auto& skill : skills) {
auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
// This should take a skillID, not a behaviorID.
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
if (missionComponent) missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
} else {
inventoryComponent->AddItem(loot.lot, loot.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
auto* missionComponent = GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
} else {
inventoryComponent->AddItem(loot.lot, loot.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
}
droppedLoot.erase(objectID);
droppedLoot.erase(lootIterator);
}
// This functions name is misleading and should not modify the number of dropped coins.
// A separate function, PickupCoins should modify that.
// Replace static_cast with dynamic_cast
bool Entity::CanPickupCoins(const uint64_t& count) {
bool Entity::CanPickupCoins(const uint64_t& count) const {
if (!IsPlayer()) return false;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
if (count > droppedCoins) {
return false;
} else {
player->SetDroppedCoins(droppedCoins - count);
return true;
}
const auto* player = dynamic_cast<const Player*>(this);
return count <= player->GetDroppedCoins();
}
void Entity::PickupCoins(const uint64_t& count) {
if (!IsPlayer()) return;
auto* player = dynamic_cast<Player*>(this);
if (!player) return;
const auto droppedCoins = player->GetDroppedCoins();
if (count <= droppedCoins) player->SetDroppedCoins(droppedCoins - count);
}
// Replace static_cast with dynamic_cast
void Entity::RegisterCoinDrop(const uint64_t& coinsDropped) {
if (!IsPlayer()) return;
auto* player = static_cast<Player*>(this);
auto* player = dynamic_cast<Player*>(this);
if (!player) return;
player->SetDroppedCoins(player->GetDroppedCoins() + coinsDropped);
}
void Entity::AddChild(Entity* child) {
m_IsParentChildDirty = true;
if (std::find(m_ChildEntities.begin(), m_ChildEntities.end(), child) == m_ChildEntities.end()) m_ChildEntities.push_back(child);
if (std::find(m_ChildEntities.begin(), m_ChildEntities.end(), child) != m_ChildEntities.end()) return;
m_ChildEntities.push_back(child);
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
auto toRemove = std::remove(m_ChildEntities.begin(), m_ChildEntities.end(), child);
if (toRemove != m_ChildEntities.end()) m_IsParentChildDirty = true;
m_ChildEntities.erase(toRemove, m_ChildEntities.end());
if (toRemove != m_ChildEntities.end()) {
m_ChildEntities.erase(toRemove, m_ChildEntities.end());
m_IsParentChildDirty = true;
}
}
void Entity::RemoveParent() {
if (m_ParentEntity) m_IsParentChildDirty = true;
else Game::logger->Log("Entity", "Attempted to remove parent from(objid:lot) (%llu:%i) when no parent existed", GetObjectID(), GetLOT());
else Game::logger->Log("Entity", "WARNING: Attempted to remove parent from(objid:lot) (%llu:%i) when no parent existed", GetObjectID(), GetLOT());
this->m_ParentEntity = nullptr;
}
@@ -1164,13 +1165,8 @@ bool Entity::HasTimer(const std::string& name) {
return possibleTimer != m_Timers.end();
}
void Entity::CancelCallbackTimers() {
m_CallbackTimers.clear();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
EntityManager::Instance()->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
@@ -1180,10 +1176,10 @@ void Entity::CancelTimer(const std::string& name) {
});
m_Timers.erase(m_Timers.begin(), toErase);
}
// ### LEFT OFF HERE ###
void Entity::CancelAllTimers() {
m_Timers.clear();
m_CallbackTimers.clear();
CancelCallbackTimers();
}
bool Entity::IsPlayer() const {
@@ -1207,22 +1203,8 @@ Entity* Entity::GetOwner() const {
return const_cast<Entity*>(this);
}
const NiPoint3& Entity::GetDefaultPosition() const {
return m_DefaultPosition;
}
const NiQuaternion& Entity::GetDefaultRotation() const {
return m_DefaultRotation;
}
void Entity::SetOwnerOverride(const LWOOBJID& value) {
m_OwnerOverride = value;
}
void Entity::SetObservers(int8_t value) {
if (value < 0) {
value = 0;
}
if (value < 0) value = 0;
m_Observers = value;
}
@@ -1241,7 +1223,7 @@ bool Entity::IsSleeping() const {
return m_IsGhostingCandidate && m_Observers == 0;
}
// The following 3 should share a base component class so we can else if it.
const NiPoint3& Entity::GetPosition() const {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
@@ -1354,36 +1336,6 @@ void Entity::SetRotation(const NiQuaternion& rotation) {
EntityManager::Instance()->SerializeEntity(this);
}
// Move to header
bool Entity::GetBoolean(const std::u16string& name) const {
return GetVar<bool>(name);
}
// Move to header
int32_t Entity::GetI32(const std::u16string& name) const {
return GetVar<int32_t>(name);
}
// Move to header
int64_t Entity::GetI64(const std::u16string& name) const {
return GetVar<int64_t>(name);
}
// Move to header
void Entity::SetBoolean(const std::u16string& name, const bool value) {
SetVar(name, value);
}
// Move to header
void Entity::SetI32(const std::u16string& name, const int32_t value) {
SetVar(name, value);
}
// Move to header
void Entity::SetI64(const std::u16string& name, const int64_t value) {
SetVar(name, value);
}
bool Entity::HasVar(const std::u16string& name) const {
auto hasVar = std::find_if(m_Settings.begin(), m_Settings.end(), [&name](const LDFBaseData* data) {
return data->GetKey() == name;
@@ -1391,11 +1343,6 @@ bool Entity::HasVar(const std::u16string& name) const {
return hasVar != m_Settings.end();
}
// Move to header
void Entity::SetNetworkId(const uint16_t id) {
m_NetworkID = id;
}
std::vector<LWOOBJID>& Entity::GetTargetsInPhantom() {
auto toRemove = std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [this](const LWOOBJID& id) {
return EntityManager::Instance()->GetEntity(id) == nullptr;

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@@ -2,6 +2,7 @@
#define __ENTITY__H__
#include <memory>
#include <functional>
#include <unordered_map>
#include <vector>
@@ -110,14 +111,14 @@ public:
void SetObservers(const int8_t value);
const uint16_t GetNetworkId() const { return m_NetworkID; }
void SetNetworkId(const uint16_t id);
void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
Entity* GetOwner() const;
void SetOwnerOverride(const LWOOBJID& value);
void SetOwnerOverride(const LWOOBJID& value) { m_OwnerOverride = value; };
const NiPoint3& GetDefaultPosition() const;
const NiPoint3& GetDefaultPosition() const { return m_DefaultPosition; };
const NiQuaternion& GetDefaultRotation() const;
const NiQuaternion& GetDefaultRotation() const { return m_DefaultRotation; };
const float GetDefaultScale() const { return m_Scale; }
@@ -178,7 +179,7 @@ public:
void OnCinematicUpdate(Entity* self, Entity* sender, const eCinematicEvent event, const std::u16string& pathName,
const float pathTime, const float totalTime, const int32_t waypoint);
void NotifyObject(Entity* sender, const std::string& name, const int32_t param1 = 0, const int32_t param2 = 0);
void NotifyObject(Entity* sender, const std::u16string& name, const int32_t param1 = 0, const int32_t param2 = 0);
void OnEmoteReceived(const int32_t emote, Entity* target);
void OnUse(Entity* originator);
@@ -202,14 +203,15 @@ public:
void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
void Kill(Entity* murderer = nullptr);
void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback);
void AddDieCallback(const std::function<void()>& callback);
void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) { m_PhantomCollisionCallbacks.push_back(callback); };
void AddDieCallback(const std::function<void()>& callback) { m_DieCallbacks.push_back(callback); };
void Resurrect();
void AddLootItem(const Loot::Info& info);
void PickupItem(const LWOOBJID& objectID);
bool CanPickupCoins(const uint64_t& count);
bool CanPickupCoins(const uint64_t& count) const;
void PickupCoins(const uint64_t& count);
void RegisterCoinDrop(const uint64_t& count);
void ScheduleKillAfterUpdate(Entity* murderer = nullptr);
@@ -230,13 +232,13 @@ public:
//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
void RetroactiveVaultSize();
bool GetBoolean(const std::u16string& name) const;
int32_t GetI32(const std::u16string& name) const;
int64_t GetI64(const std::u16string& name) const;
bool GetBoolean(const std::u16string& name) const { return GetVar<bool>(name); };
int32_t GetI32(const std::u16string& name) const { return GetVar<int32_t>(name); };
int64_t GetI64(const std::u16string& name) const { return GetVar<int64_t>(name); };
void SetBoolean(const std::u16string& name, bool value);
void SetI32(const std::u16string& name, int32_t value);
void SetI64(const std::u16string& name, int64_t value);
void SetBoolean(const std::u16string& name, bool value) { SetVar<bool>(name, value); }
void SetI32(const std::u16string& name, int32_t value) { SetVar<int32_t>(name, value); };
void SetI64(const std::u16string& name, int64_t value) { SetVar<int64_t>(name, value); };
bool HasVar(const std::u16string& name) const;

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@@ -5318,6 +5318,7 @@ void GameMessages::HandlePickupCurrency(RakNet::BitStream* inStream, Entity* ent
auto* ch = entity->GetCharacter();
if (entity->CanPickupCoins(currency)) {
entity->PickupCoins(currency);
ch->SetCoins(ch->GetCoins() + currency, eLootSourceType::PICKUP);
}
}