Use static JSON key as NPC ID for NPCs and mobs

This commit is contained in:
gsemaj 2021-04-29 13:34:53 -04:00 committed by Gent Semaj
parent 4eeb93ad51
commit 4bcf3af90f
2 changed files with 33 additions and 29 deletions

View File

@ -819,24 +819,23 @@ static void loadGruntwork(json& gruntwork, int32_t* nextId) {
/*
* Load NPCs from JSON
*/
static void loadNPCs(json& npcData, int32_t* nextId) {
static void loadNPCs(json& npcData) {
try {
npcData = npcData["NPCs"];
for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
auto npc = _npc.value();
int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
npcID += NPC_ID_OFFSET;
int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
#ifdef ACADEMY
// do not spawn NPCs in the future
if (npc["iX"] > 512000 && npc["iY"] < 256000) {
(*nextId)--;
if (npc["iX"] > 512000 && npc["iY"] < 256000)
continue;
}
#endif
BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], *nextId);
BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npcID);
NPCManager::NPCs[*nextId] = tmp;
NPCManager::updateNPCPosition(*nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
(*nextId)--;
NPCManager::NPCs[npcID] = tmp;
NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
@ -859,51 +858,47 @@ static void loadMobs(json& npcData, int32_t* nextId) {
// single mobs
for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
auto npc = _npc.value();
int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
npcID += MOB_ID_OFFSET;
auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
#ifdef ACADEMY
// do not spawn NPCs in the future
if (npc["iX"] > 512000 && npc["iY"] < 256000) {
(*nextId)--;
if (npc["iX"] > 512000 && npc["iY"] < 256000)
continue;
}
#endif
Mob* tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, *nextId);
Mob* tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, npcID);
NPCManager::NPCs[*nextId] = tmp;
NPCManager::updateNPCPosition(*nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
(*nextId)--;
NPCManager::NPCs[npcID] = tmp;
NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
}
// mob groups
// single mobs
// single mobs (have static IDs)
for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) {
auto leader = _group.value();
int leadID = std::strtol(_group.key().c_str(), nullptr, 10); // parse ID string to integer
leadID += MOB_GROUP_ID_OFFSET;
auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
auto followers = leader["aFollowers"];
#ifdef ACADEMY
// do not spawn NPCs in the future
if (leader["iX"] > 512000 && leader["iY"] < 256000) {
(*nextId)--;
(*nextId) -= followers.size();
if (leader["iX"] > 512000 && leader["iY"] < 256000)
continue;
}
#endif
Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, *nextId);
Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, leadID);
NPCManager::NPCs[*nextId] = tmp;
NPCManager::updateNPCPosition(*nextId, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
NPCManager::NPCs[leadID] = tmp;
NPCManager::updateNPCPosition(leadID, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
tmp->groupLeader = *nextId;
(*nextId)--;
tmp->groupLeader = leadID;
// followers (have dynamic IDs)
if (followers.size() < 5) {
int followerCount = 0;
for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
@ -923,7 +918,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
}
}
else {
std::cout << "[WARN] Mob group leader with ID " << *nextId << " has too many followers (" << followers.size() << ")\n";
std::cout << "[WARN] Mob group leader with ID " << leadID << " has too many followers (" << followers.size() << ")\n";
}
}
@ -940,6 +935,10 @@ static void loadingError(const char* which) {
exit(1);
}
static void patch(json& base, json patch) {
}
void TableData::init() {
int32_t nextId = INT32_MAX; // next dynamic ID to hand out
@ -991,7 +990,7 @@ void TableData::init() {
// fetch data from patched tables and load them appropriately
// note: the order of these is important
loadXDT(xdt);
loadNPCs(npcs, &nextId);
loadNPCs(npcs);
loadMobs(mobs, &nextId);
loadDrops(drops);
loadEggs(eggs, &nextId);

View File

@ -3,6 +3,11 @@
#include "NPCManager.hpp"
// these are added to the NPC's static key to avoid collisions
const int NPC_ID_OFFSET = 0;
const int MOB_ID_OFFSET = 10000;
const int MOB_GROUP_ID_OFFSET = 20000;
// typedef for JSON object because I don't want to type nlohmann::json every time
typedef nlohmann::json json;