OpenFusion/src/NPCManager.cpp

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#include "NPCManager.hpp"
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#include "settings.hpp"
#include <cmath>
#include <algorithm>
#include <list>
std::map<int32_t, BaseNPC> NPCManager::NPCs;
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void NPCManager::init() {
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/* BaseNPC test(settings::SPAWN_X, settings::SPAWN_Y, settings::SPAWN_Z, 727);
NPCs[test.appearanceData.iNPC_ID] = test; */
}
void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
std::list<int32_t> yesView;
std::list<int32_t> noView;
for (auto pair : NPCs) {
int diffX = abs(view.plr.x - pair.second.appearanceData.iX);
int diffY = abs(view.plr.y - pair.second.appearanceData.iY);
if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
yesView.push_back(pair.first);
} else {
noView.push_back(pair.first);
}
}
std::list<int32_t>::iterator i = view.viewableNPCs.begin();
while (i != view.viewableNPCs.end()) {
int32_t id = *i;
if (std::find(noView.begin(), noView.end(), id) != noView.end()) {
// it shouldn't be visible, send NPC_EXIT
sP_FE2CL_NPC_EXIT* exitData = (sP_FE2CL_NPC_EXIT*)xmalloc(sizeof(sP_FE2CL_NPC_EXIT));
exitData->iNPC_ID = id;
sock->sendPacket(new CNPacketData((void*)exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT), sock->getFEKey()));
// remove from view
view.viewableNPCs.erase(i++);
}
++i;
}
for (int32_t id : yesView) {
if (std::find(view.viewableNPCs.begin(), view.viewableNPCs.end(), id) == view.viewableNPCs.end()) {
// needs to be added to viewableNPCs! send NPC_ENTER
sP_FE2CL_NPC_ENTER* enterData = (sP_FE2CL_NPC_ENTER*)xmalloc(sizeof(sP_FE2CL_NPC_ENTER));
enterData->NPCAppearanceData = NPCs[id].appearanceData;
sock->sendPacket(new CNPacketData((void*)enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER), sock->getFEKey()));
view.viewableNPCs.push_back(id);
}
}
PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
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}