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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-11-15 22:50:11 +00:00
Moved common NPC summoning logic into a helper function
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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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