void MapComposite::update() { // Update object status const std::vector< Entity * > &entities = getEverything(); for (std::vector< Entity * >::const_iterator it = entities.begin(), it_end = entities.end(); it != it_end; ++it) { (*it)->update(); } if (mUpdateCallback.isValid()) { Script *s = ScriptManager::currentState(); s->setMap(this); s->prepare(mUpdateCallback); s->push(mID); s->execute(); } // Move objects around and update zones. for (BeingIterator it(getWholeMapIterator()); it; ++it) { (*it)->move(); } for (int i = 0; i < mContent->mapHeight * mContent->mapWidth; ++i) { mContent->zones[i].destinations.clear(); } // Cannot use a WholeMap iterator as objects will change zones under its feet. for (std::vector< Entity * >::iterator i = mContent->entities.begin(), i_end = mContent->entities.end(); i != i_end; ++i) { if (!(*i)->canMove()) continue; Being *obj = static_cast< Being * >(*i); const Point &pos1 = obj->getOldPosition(), &pos2 = obj->getPosition(); MapZone &src = mContent->getZone(pos1), &dst = mContent->getZone(pos2); if (&src != &dst) { addZone(src.destinations, &dst - mContent->zones); src.remove(obj); dst.insert(obj); } } }
/** * Informs a player of what happened around the character. */ static void informPlayer(MapComposite *map, Character *p) { MessageOut moveMsg(GPMSG_BEINGS_MOVE); MessageOut damageMsg(GPMSG_BEINGS_DAMAGE); const Point &pold = p->getOldPosition(), ppos = p->getPosition(); int pid = p->getPublicID(), pflags = p->getUpdateFlags(); int visualRange = Configuration::getValue("game_visualRange", 448); // Inform client about activities of other beings near its character for (BeingIterator it(map->getAroundBeingIterator(p, visualRange)); it; ++it) { Being *o = *it; const Point &oold = o->getOldPosition(), opos = o->getPosition(); int otype = o->getType(); int oid = o->getPublicID(), oflags = o->getUpdateFlags(); int flags = 0; // Check if the character p and the moving object o are around. bool wereInRange = pold.inRangeOf(oold, visualRange) && !((pflags | oflags) & UPDATEFLAG_NEW_ON_MAP); bool willBeInRange = ppos.inRangeOf(opos, visualRange); if (!wereInRange && !willBeInRange) { // Nothing to report: o and p are far away from each other. continue; } if (wereInRange && willBeInRange) { // Send attack messages. if ((oflags & UPDATEFLAG_ATTACK) && oid != pid) { MessageOut AttackMsg(GPMSG_BEING_ATTACK); AttackMsg.writeInt16(oid); AttackMsg.writeInt8(o->getDirection()); AttackMsg.writeInt8(static_cast< Being * >(o)->getAttackId()); gameHandler->sendTo(p, AttackMsg); } // Send action change messages. if ((oflags & UPDATEFLAG_ACTIONCHANGE)) { MessageOut ActionMsg(GPMSG_BEING_ACTION_CHANGE); ActionMsg.writeInt16(oid); ActionMsg.writeInt8(static_cast< Being * >(o)->getAction()); gameHandler->sendTo(p, ActionMsg); } // Send looks change messages. if (oflags & UPDATEFLAG_LOOKSCHANGE) { MessageOut LooksMsg(GPMSG_BEING_LOOKS_CHANGE); LooksMsg.writeInt16(oid); Character * c = static_cast<Character * >(o); serializeLooks(c, LooksMsg); LooksMsg.writeInt16(c->getHairStyle()); LooksMsg.writeInt16(c->getHairColor()); LooksMsg.writeInt16(c->getGender()); gameHandler->sendTo(p, LooksMsg); } // Send emote messages. if (oflags & UPDATEFLAG_EMOTE) { int emoteId = o->getLastEmote(); if (emoteId > -1) { MessageOut EmoteMsg(GPMSG_BEING_EMOTE); EmoteMsg.writeInt16(oid); EmoteMsg.writeInt16(emoteId); gameHandler->sendTo(p, EmoteMsg); } } // Send direction change messages. if (oflags & UPDATEFLAG_DIRCHANGE) { MessageOut DirMsg(GPMSG_BEING_DIR_CHANGE); DirMsg.writeInt16(oid); DirMsg.writeInt8(o->getDirection()); gameHandler->sendTo(p, DirMsg); } // Send damage messages. if (o->canFight()) { Being *victim = static_cast< Being * >(o); const Hits &hits = victim->getHitsTaken(); for (Hits::const_iterator j = hits.begin(), j_end = hits.end(); j != j_end; ++j) { damageMsg.writeInt16(oid); damageMsg.writeInt16(*j); } } if (oold == opos) { // o does not move, nothing more to report. continue; } } if (!willBeInRange) { // o is no longer visible from p. Send leave message. MessageOut leaveMsg(GPMSG_BEING_LEAVE); leaveMsg.writeInt16(oid); gameHandler->sendTo(p, leaveMsg); continue; } if (!wereInRange) { // o is now visible by p. Send enter message. MessageOut enterMsg(GPMSG_BEING_ENTER); enterMsg.writeInt8(otype); enterMsg.writeInt16(oid); enterMsg.writeInt8(static_cast< Being *>(o)->getAction()); enterMsg.writeInt16(opos.x); enterMsg.writeInt16(opos.y); enterMsg.writeInt8(o->getDirection()); enterMsg.writeInt8(o->getGender()); switch (otype) { case OBJECT_CHARACTER: { Character *q = static_cast< Character * >(o); enterMsg.writeString(q->getName()); enterMsg.writeInt8(q->getHairStyle()); enterMsg.writeInt8(q->getHairColor()); serializeLooks(q, enterMsg); } break; case OBJECT_MONSTER: { Monster *q = static_cast< Monster * >(o); enterMsg.writeInt16(q->getSpecy()->getId()); enterMsg.writeString(q->getName()); } break; case OBJECT_NPC: { NpcComponent *npcComponent = o->getComponent<NpcComponent>(); enterMsg.writeInt16(npcComponent->getNpcId()); enterMsg.writeString(o->getName()); } break; default: assert(false); // TODO break; } gameHandler->sendTo(p, enterMsg); } if (opos != oold) { // Add position check coords every 5 seconds. if (currentTick % 50 == 0) flags |= MOVING_POSITION; flags |= MOVING_DESTINATION; } // Send move messages. moveMsg.writeInt16(oid); moveMsg.writeInt8(flags); if (flags & MOVING_POSITION) { moveMsg.writeInt16(oold.x); moveMsg.writeInt16(oold.y); } if (flags & MOVING_DESTINATION) { moveMsg.writeInt16(opos.x); moveMsg.writeInt16(opos.y); // We multiply the sent speed (in tiles per second) by ten // to get it within a byte with decimal precision. // For instance, a value of 4.5 will be sent as 45. moveMsg.writeInt8((unsigned short) (o->getModifiedAttribute(ATTR_MOVE_SPEED_TPS) * 10)); } } // Do not send a packet if nothing happened in p's range. if (moveMsg.getLength() > 2) gameHandler->sendTo(p, moveMsg); if (damageMsg.getLength() > 2) gameHandler->sendTo(p, damageMsg); // Inform client about status change. p->sendStatus(); // Inform client about health change of party members for (CharacterIterator i(map->getWholeMapIterator()); i; ++i) { Character *c = *i; // Make sure its not the same character if (c == p) continue; // make sure they are in the same party if (c->getParty() == p->getParty()) { int cflags = c->getUpdateFlags(); if (cflags & UPDATEFLAG_HEALTHCHANGE) { MessageOut healthMsg(GPMSG_BEING_HEALTH_CHANGE); healthMsg.writeInt16(c->getPublicID()); healthMsg.writeInt16(c->getModifiedAttribute(ATTR_HP)); healthMsg.writeInt16(c->getModifiedAttribute(ATTR_MAX_HP)); gameHandler->sendTo(p, healthMsg); } } } // Inform client about items on the ground around its character MessageOut itemMsg(GPMSG_ITEMS); for (FixedActorIterator it(map->getAroundBeingIterator(p, visualRange)); it; ++it) { Actor *o = *it; assert(o->getType() == OBJECT_ITEM || o->getType() == OBJECT_EFFECT); Point opos = o->getPosition(); int oflags = o->getUpdateFlags(); bool willBeInRange = ppos.inRangeOf(opos, visualRange); bool wereInRange = pold.inRangeOf(opos, visualRange) && !((pflags | oflags) & UPDATEFLAG_NEW_ON_MAP); if (willBeInRange ^ wereInRange) { switch (o->getType()) { case OBJECT_ITEM: { ItemComponent *item = o->getComponent<ItemComponent>(); ItemClass *itemClass = item->getItemClass(); if (oflags & UPDATEFLAG_NEW_ON_MAP) { /* Send a specific message to the client when an item appears out of nowhere, so that a sound/animation can be performed. */ MessageOut appearMsg(GPMSG_ITEM_APPEAR); appearMsg.writeInt16(itemClass->getDatabaseID()); appearMsg.writeInt16(opos.x); appearMsg.writeInt16(opos.y); gameHandler->sendTo(p, appearMsg); } else { itemMsg.writeInt16(willBeInRange ? itemClass->getDatabaseID() : 0); itemMsg.writeInt16(opos.x); itemMsg.writeInt16(opos.y); } } break; case OBJECT_EFFECT: { EffectComponent *e = o->getComponent<EffectComponent>(); e->setShown(); // Don't show old effects if (!(oflags & UPDATEFLAG_NEW_ON_MAP)) break; if (Being *b = e->getBeing()) { MessageOut effectMsg(GPMSG_CREATE_EFFECT_BEING); effectMsg.writeInt16(e->getEffectId()); effectMsg.writeInt16(b->getPublicID()); gameHandler->sendTo(p, effectMsg); } else { MessageOut effectMsg(GPMSG_CREATE_EFFECT_POS); effectMsg.writeInt16(e->getEffectId()); effectMsg.writeInt16(opos.x); effectMsg.writeInt16(opos.y); gameHandler->sendTo(p, effectMsg); } } break; default: break; } // Switch } } // Do not send a packet if nothing happened in p's range. if (itemMsg.getLength() > 2) gameHandler->sendTo(p, itemMsg); }