mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-14 02:10:06 +00:00
[WIP] Convert all chunk-related logic to the new system's semantics
Replaced all references to chunk->players and chunk->NPCs with chunk->entities and all instances of the old NPCClass enum with EntityType. The server compiles but will not yet run properly.
This commit is contained in:
parent
224ffe05e7
commit
0c8e209360
100
src/Chunking.cpp
100
src/Chunking.cpp
@ -240,59 +240,67 @@ bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
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void Chunking::createInstance(uint64_t instanceID) {
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std::vector<ChunkPos> templateChunks = getChunksInMap(MAPNUM(instanceID)); // base instance chunks
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if (getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
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std::cout << "Creating instance " << instanceID << std::endl;
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for (ChunkPos &coords : templateChunks) {
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for (int npcID : chunks[coords]->NPCs) {
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// make a copy of each NPC in the template chunks and put them in the new instance
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BaseNPC* baseNPC = NPCManager::NPCs[npcID];
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if (baseNPC->npcClass == NPC_MOB) {
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if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
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// only instantiate if the instance doesn't exist already
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if (getChunksInMap(instanceID).size() != 0) {
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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return;
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}
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId++; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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MobAI::Mobs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
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// add follower copy to leader copy
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newMob->groupMember[i] = followerID;
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NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
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instanceID, baseFollower->appearanceData.iAngle);
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}
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std::cout << "Creating instance " << instanceID << std::endl;
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for (ChunkPos &coords : templateChunks) {
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for (const EntityRef& ref : chunks[coords]->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int npcID = ref.id;
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BaseNPC* baseNPC = (BaseNPC*)ref.getEntity();
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// make a copy of each NPC in the template chunks and put them in the new instance
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if (baseNPC->type == EntityType::MOB) {
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if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId++; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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MobAI::Mobs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
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// add follower copy to leader copy
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newMob->groupMember[i] = followerID;
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NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
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instanceID, baseFollower->appearanceData.iAngle);
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}
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}
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NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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} else {
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BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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}
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NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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} else {
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BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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}
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}
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} else {
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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}
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}
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@ -11,8 +11,8 @@
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class Chunk {
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public:
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std::set<CNSocket*> players;
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std::set<int32_t> NPCs;
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//std::set<CNSocket*> players;
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//std::set<int32_t> NPCs;
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std::set<EntityRef> entities;
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int nplayers = 0;
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};
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@ -41,18 +41,4 @@ namespace Chunking {
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bool inPopulatedChunks(std::set<Chunk*>* chnks);
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void createInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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// death row below this point
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//void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
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//void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
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//void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
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//void trackNPC(ChunkPos chunkPos, int32_t id);
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//void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
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//void untrackNPC(ChunkPos chunkPos, int32_t id);
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//void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
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//void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
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//void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
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//void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
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}
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@ -662,7 +662,7 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
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Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->appearanceData.iNPCType));
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Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
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Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
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Chat::sendServerMessage(sock, "[WHOIS] Class: " + std::to_string(npc->npcClass));
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Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->type));
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Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->appearanceData.iX));
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Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->appearanceData.iY));
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Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->appearanceData.iZ));
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@ -682,7 +682,11 @@ static void lairUnlockCommand(std::string full, std::vector<std::string>& args,
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int taskID = -1;
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int missionID = -1;
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int found = 0;
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for (int32_t id : chnk->NPCs) {
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for (const EntityRef& ref : chnk->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int32_t id = ref.id;
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if (NPCManager::NPCs.find(id) == NPCManager::NPCs.end())
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continue;
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@ -9,6 +9,7 @@ enum class EntityType {
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PLAYER,
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SIMPLE_NPC,
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COMBAT_NPC,
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MOB,
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EGG,
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BUS
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};
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@ -68,34 +69,37 @@ struct EntityRef {
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}
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};
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/*
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* Subclasses
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*/
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class BaseNPC : public Entity {
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public:
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sNPCAppearanceData appearanceData;
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NPCClass npcClass;
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//NPCClass npcClass;
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int playersInView;
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id) { // XXX
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
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appearanceData.iX = x;
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appearanceData.iY = y;
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appearanceData.iZ = z;
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appearanceData.iNPCType = type;
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appearanceData.iNPCType = t;
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appearanceData.iHP = 400;
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appearanceData.iAngle = angle;
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appearanceData.iConditionBitFlag = 0;
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appearanceData.iBarkerType = 0;
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appearanceData.iNPC_ID = id;
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npcClass = NPCClass::NPC_BASE;
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type = EntityType::SIMPLE_NPC;
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instanceID = iID;
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chunkPos = std::make_tuple(0, 0, 0);
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playersInView = 0;
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};
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
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npcClass = classType;
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, EntityType entityType) : BaseNPC(x, y, z, angle, iID, t, id) {
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type = entityType;
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}
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// XXX: move to CombatNPC, probably
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@ -111,10 +115,10 @@ struct Egg : public BaseNPC {
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bool dead = false;
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time_t deadUntil;
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Egg(int x, int y, int z, uint64_t iID, int type, int32_t id, bool summon)
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: BaseNPC(x, y, z, 0, iID, type, id) {
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Egg(int x, int y, int z, uint64_t iID, int t, int32_t id, bool summon)
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: BaseNPC(x, y, z, 0, iID, t, id) {
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summoned = summon;
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npcClass = NPCClass::NPC_EGG;
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type = EntityType::EGG;
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}
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virtual bool isAlive() override { return !dead; }
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@ -121,7 +121,12 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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for (const EntityRef& ref : chunk->entities) {
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// TODO: support targetting other CombatNPCs
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if (ref.type != EntityType::PLAYER)
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continue;
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CNSocket *s = ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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@ -298,7 +303,12 @@ static void useAbilities(Mob *mob, time_t currTime) {
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// find the players within range of eruption
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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for (const EntityRef& ref : chunk->entities) {
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// TODO: see aggroCheck()
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if (ref.type != EntityType::PLAYER)
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continue;
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CNSocket *s= ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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@ -53,8 +53,8 @@ struct Mob : public BaseNPC {
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// temporary; until we're sure what's what
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nlohmann::json data;
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Mob(int x, int y, int z, int angle, uint64_t iID, int type, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, angle, iID, type, id),
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Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(d["m_iHP"]),
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sightRange(d["m_iSightRange"]) {
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state = MobState::ROAMING;
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@ -78,12 +78,12 @@ struct Mob : public BaseNPC {
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// NOTE: there appear to be discrepancies in the dump
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appearanceData.iHP = maxHealth;
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npcClass = NPC_MOB;
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type = EntityType::MOB;
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}
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// constructor for /summon
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Mob(int x, int y, int z, uint64_t iID, int type, nlohmann::json d, int32_t id)
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: Mob(x, y, z, 0, iID, type, d, id) {
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Mob(int x, int y, int z, uint64_t iID, int t, nlohmann::json d, int32_t id)
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: Mob(x, y, z, 0, iID, t, d, id) {
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summoned = true; // will be despawned and deallocated when killed
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}
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@ -88,8 +88,9 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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for (auto it = npc->viewableChunks.begin(); it != npc->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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s->sendPacket(buf, type, size);
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for (const EntityRef& ref : chunk->entities) {
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if (ref.type == EntityType::PLAYER)
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ref.sock->sendPacket(buf, type, size);
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}
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}
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}
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@ -282,8 +283,11 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
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int lastDist = INT_MAX;
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for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
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Chunk* chunk = *c;
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for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
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BaseNPC* npcTemp = NPCs[*_npc];
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for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
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if (ent->type == EntityType::PLAYER)
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continue;
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BaseNPC* npcTemp = (BaseNPC*)ent->getEntity();
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int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY);
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int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ);
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if (dist < lastDist) {
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@ -93,6 +93,8 @@ struct Player : public Entity {
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time_t lastShot;
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std::vector<sItemBase> buyback;
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Player() { type = EntityType::PLAYER; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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@ -331,11 +331,11 @@ void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, siz
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Player* plr = getPlayer(sock);
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for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket* otherSock : chunk->players) {
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if (otherSock == sock)
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for (const EntityRef& ref : chunk->entities) {
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if (ref.type != EntityType::PLAYER || ref.sock == sock)
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continue;
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otherSock->sendPacket(buf, type, size);
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ref.sock->sendPacket(buf, type, size);
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}
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}
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}
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@ -40,11 +40,11 @@ namespace PlayerManager {
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Player* plr = getPlayer(sock);
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for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket* otherSock : chunk->players) {
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if (otherSock == sock)
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for (const EntityRef& ref : chunk->entities) {
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if (ref.type != EntityType::PLAYER || ref.sock == sock)
|
||||
continue;
|
||||
|
||||
otherSock->sendPacket(pkt, type);
|
||||
ref.sock->sendPacket(pkt, type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -139,7 +139,7 @@ static void loadPaths(int* nextId) {
|
||||
if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
|
||||
passedDistance -= SLIDER_GAP_SIZE; // step down
|
||||
// spawn a slider
|
||||
BaseNPC* slider = new BaseNPC(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++, NPC_BUS);
|
||||
BaseNPC* slider = new BaseNPC(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++, EntityType::BUS);
|
||||
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
|
||||
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
|
||||
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
|
||||
@ -965,7 +965,7 @@ void TableData::flush() {
|
||||
continue;
|
||||
|
||||
int x, y, z;
|
||||
if (npc->npcClass == NPC_MOB) {
|
||||
if (npc->type == EntityType::MOB) {
|
||||
Mob *m = (Mob*)npc;
|
||||
x = m->spawnX;
|
||||
y = m->spawnY;
|
||||
@ -998,7 +998,7 @@ void TableData::flush() {
|
||||
|
||||
int x, y, z;
|
||||
std::vector<Mob*> followers;
|
||||
if (npc->npcClass == NPC_MOB) {
|
||||
if (npc->type == EntityType::MOB) {
|
||||
Mob* m = (Mob*)npc;
|
||||
x = m->spawnX;
|
||||
y = m->spawnY;
|
||||
|
@ -256,13 +256,13 @@ static void stepNPCPathing() {
|
||||
}
|
||||
|
||||
// skip if not simulating mobs
|
||||
if (npc->npcClass == NPC_MOB && !MobAI::simulateMobs) {
|
||||
if (npc->type == EntityType::MOB && !MobAI::simulateMobs) {
|
||||
it++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// do not roam if not roaming
|
||||
if (npc->npcClass == NPC_MOB && ((Mob*)npc)->state != MobState::ROAMING) {
|
||||
if (npc->type == EntityType::MOB && ((Mob*)npc)->state != MobState::ROAMING) {
|
||||
it++;
|
||||
continue;
|
||||
}
|
||||
@ -277,9 +277,11 @@ static void stepNPCPathing() {
|
||||
// update NPC location to update viewables
|
||||
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);
|
||||
|
||||
switch (npc->npcClass) {
|
||||
case NPC_BUS:
|
||||
// TODO: move walking logic into Entity stack
|
||||
switch (npc->type) {
|
||||
case EntityType::BUS:
|
||||
INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
|
||||
|
||||
busMove.eTT = 3;
|
||||
busMove.iT_ID = npc->appearanceData.iNPC_ID;
|
||||
busMove.iMoveStyle = 0; // ???
|
||||
@ -290,7 +292,7 @@ static void stepNPCPathing() {
|
||||
|
||||
NPCManager::sendToViewable(npc, &busMove, P_FE2CL_TRANSPORTATION_MOVE, sizeof(sP_FE2CL_TRANSPORTATION_MOVE));
|
||||
break;
|
||||
case NPC_MOB:
|
||||
case EntityType::MOB:
|
||||
MobAI::incNextMovement((Mob*)npc);
|
||||
/* fallthrough */
|
||||
default:
|
||||
@ -310,7 +312,7 @@ static void stepNPCPathing() {
|
||||
* Move processed point to the back to maintain cycle, unless this is a
|
||||
* dynamically calculated mob route.
|
||||
*/
|
||||
if (!(npc->npcClass == NPC_MOB && !((Mob*)npc)->staticPath))
|
||||
if (!(npc->type == EntityType::MOB && !((Mob*)npc)->staticPath))
|
||||
queue->push(point);
|
||||
|
||||
it++; // go to next entry in map
|
||||
|
@ -24,14 +24,6 @@ enum eCN_GM_TeleportType {
|
||||
eCN_GM_TeleportMapType__Unstick
|
||||
};
|
||||
|
||||
// NPC classes
|
||||
enum NPCClass {
|
||||
NPC_BASE = 0,
|
||||
NPC_MOB = 1,
|
||||
NPC_BUS = 2,
|
||||
NPC_EGG = 3
|
||||
};
|
||||
|
||||
// nano powers
|
||||
enum {
|
||||
EST_NONE = 0,
|
||||
|
Loading…
Reference in New Issue
Block a user