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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 05:20:05 +00:00
Moved common NPC summoning logic into a helper function
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0dd478b9f0
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@ -213,45 +213,17 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
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if (type >= 3314)
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return;
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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#define EXTRA_HEIGHT 200
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BaseNPC *npc = nullptr;
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int id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
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}
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BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
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// update angle
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
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}
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npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle);
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}
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@ -578,15 +550,10 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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for (int i = 0; i < count; i++) {
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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#define EXTRA_HEIGHT 200
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BaseNPC *npc = nullptr;
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int id = NPCManager::nextId++;
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int x = plr->x;
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int y = plr->y;
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int z = plr->z;
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if (i > 0) {
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int angle = 360.0f / (count-1) * (i-1);
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if (count == 3)
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@ -599,11 +566,23 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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z = plr->z;
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}
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
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if (team == 2 && i > 0) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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}
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if (i > 0) {
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
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if (team == 2 && i > 0) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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@ -611,43 +590,7 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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mob->offsetY = y - plr->y;
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}
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// re-enable respawning
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if (wCommand)
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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if (i > 0) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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}
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if (wCommand)
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
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}
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@ -446,6 +446,30 @@ void NPCManager::npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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NPCManager::destroyNPC(req->iNPC_ID);
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}
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// type must already be checked and updateNPCPosition() must be called on the result
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BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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#define EXTRA_HEIGHT 0
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assert(nextId < INT32_MAX);
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int id = nextId++;
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int team = NPCData[type]["m_iTeam"];
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BaseNPC *npc = nullptr;
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
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MobManager::Mobs[id] = (Mob*)npc;
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// re-enable respawning, if desired
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((Mob*)npc)->summoned = !respawn;
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} else
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id);
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NPCs[id] = npc;
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return npc;
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}
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void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
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return; // malformed packet
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@ -457,19 +481,9 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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if (plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100)
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return;
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int team = NPCData[req->iNPCType]["m_iTeam"];
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for (int i = 0; i < req->iNPCCnt; i++) {
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assert(nextId < INT32_MAX);
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int id = nextId++;
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if (team == 2) {
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NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id);
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MobManager::Mobs[id] = (Mob*)NPCs[id];
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} else
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NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, 0, plr->instanceID, req->iNPCType, id);
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updateNPCPosition(id, plr->x, plr->y, plr->z, plr->instanceID, 0);
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BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
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updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
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}
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}
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@ -67,6 +67,7 @@ namespace NPCManager {
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void npcCombineItems(CNSocket* sock, CNPacketData* data);
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void handleWarp(CNSocket* sock, int32_t warpId);
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BaseNPC *summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn=false, bool baseInstance=false);
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BaseNPC* getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z);
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@ -1,9 +1,8 @@
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leak:TableData::init
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leak:NPCManager::updateNPCPosition
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leak:NPCManager::npcSummonHandler
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leak:NPCManager::summonNPC
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leak:NanoManager::doBuff
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leak:NanoManager::doDebuff
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leak:NanoManager::doDamageNDebuff
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leak:summonWCommand
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leak:TableData::loadGruntwork
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leak:nlohmann::basic_json
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