Commit Graph

23 Commits

Author SHA1 Message Date
Aaron Kimbrell
c75205a0e2 fix(enemies): spiderlings can't be stunned, interrupted, knocked back or pulled
L_BASE_ENEMY_SPIDERLING was excluded, so the 7 spiderlings in Avant Gardens and 3 in Venture Explorer had none of the
immunities its onStartup pushes: stun immunity to attack, interrupt, move, turn, use item, equip and interact, and
status immunity to pull-to-point and knockback. BaseEnemySpiderling does the same. Check: stun and knock back a
spiderling: nothing happens.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:11:18 -05:00
Aaron Kimbrell
f7f5d304d0 refactor: death, stun, buff and knockback game messages as structs
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.

The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.

Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:53 -05:00
Aaron Kimbrell
dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00
David Markowitz
5745742c91 feat: dragon instance script (#2012)
* feat: dragon instance script

* Update FvDragonInstanceServer.h

* feat: implement ronin script

* Update CountdownDestroyAI.cpp

* default initialize

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* remove unused handlers

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* use float

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* fixes

* Update ScriptComponent.h

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-06-22 17:16:21 -07:00
David Markowitz
0101933f5c chore: cleanup pointer management for LDF data (#1995)
* change network settings from vector to LwoNameValue

* move settings on Entity to managed memory

* Migrate more members

* chore: remove pointer leakage from raw ldf pointers

* feedback

* fix ci
2026-06-14 20:54:52 -07:00
David Markowitz
ca7424cbeb fix: chest loot not working (#1933)
* fix bons and dragon loot

* fix chest server loot
2025-11-16 16:17:49 -06:00
David Markowitz
2fb16420f3 fix: ape anchor not respawning (#1927)
* fix: ape anchor not respawning

* add return

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-11-15 13:30:02 -08:00
David Markowitz
f6c13d9ee6 Replace Quaternion with glm math (#1868) 2025-09-06 19:18:03 -07:00
David Markowitz
48510b7315 feat: add messaging system for manager and add example usage to Loot (#1837)
tested that loot still drops at the entities position
2025-06-29 03:22:41 -04:00
jadebenn
84d7c65717 consolidate the messagetype enums into a single namespace (#1647) 2024-11-17 18:39:44 -06:00
David Markowitz
36f7b8a928 remove singleton for dpWorld (#1427)
Removes the singleton inheritance from dpWorld.
Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
2024-01-19 15:12:05 -06:00
Aaron Kimbrell
15954413ae chore: rename rebuild to quickbuild (#1364)
* rename rebuild to quickbuild

* fix includes
2023-12-28 22:24:30 -06:00
David Markowitz
c6087ce77a perf: Loot memory savings (#1165)
* Move away from constructor queries

Fix up other large tables to have proper backup lookups

Revert "idk im just dumb ig"

This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585.

idk im just dumb ig

* Fix slow components registry lookup

* add define for cdclient cache all

* Huge loot namespace rework

- Remove all excess memory usage
- do not cache components registry
- cache loot matrices on startup of the destroyable component
- convert loot singleton class to a namespace
- rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables)
- Memory usage reduced by 10%+ across the board

* cache rebuild matrix

* Database: move reading to own function

Also change name of cache to PascalCase

* Database: Move common function rading
2023-10-09 15:33:22 -05:00
David Markowitz
500ae4d6e5 Scripts: Fix ambiguous base class (#1216) 2023-10-09 15:31:25 -05:00
David Markowitz
455f9470a5 Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00
David Markowitz
8a065ad074 Merge remote-tracking branch 'upstream/main' into more-cdclient-cleanup 2023-05-13 16:16:58 -07:00
Aaron Kimbrell
6aa90ad5b2 Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity

* address feedback

* make player flag types consistent

* fix typo
2023-05-02 17:39:21 -05:00
David Markowitz
b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00
Aaron Kimbrell
e524b86e12 breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00
Aaron Kimbrell
80f8dd8003 Imminuty updates (#925)
* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
2023-01-06 23:59:19 -06:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00
David Markowitz
675cf1d2a4 Fix baseEnemyApe stuns and fix IdleFlags serialization (#914)
* Fix baseEnemyApe stuns

* Correct serialization
2022-12-23 00:14:51 -06:00
David Markowitz
8d37d9b681 Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00