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Use static JSON key as NPC ID for NPCs and mobs
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@ -819,24 +819,23 @@ static void loadGruntwork(json& gruntwork, int32_t* nextId) {
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/*
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/*
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* Load NPCs from JSON
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* Load NPCs from JSON
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*/
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*/
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static void loadNPCs(json& npcData, int32_t* nextId) {
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static void loadNPCs(json& npcData) {
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try {
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try {
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npcData = npcData["NPCs"];
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npcData = npcData["NPCs"];
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for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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auto npc = _npc.value();
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int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
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npcID += NPC_ID_OFFSET;
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int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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if (npc["iX"] > 512000 && npc["iY"] < 256000)
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(*nextId)--;
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continue;
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continue;
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}
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#endif
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#endif
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BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], *nextId);
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BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npcID);
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NPCManager::NPCs[*nextId] = tmp;
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NPCManager::NPCs[npcID] = tmp;
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NPCManager::updateNPCPosition(*nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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(*nextId)--;
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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@ -859,51 +858,47 @@ static void loadMobs(json& npcData, int32_t* nextId) {
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// single mobs
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// single mobs
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for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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for (json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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auto npc = _npc.value();
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int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
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npcID += MOB_ID_OFFSET;
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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if (npc["iX"] > 512000 && npc["iY"] < 256000)
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(*nextId)--;
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continue;
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continue;
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}
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#endif
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#endif
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Mob* tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, *nextId);
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Mob* tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, npcID);
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NPCManager::NPCs[*nextId] = tmp;
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NPCManager::NPCs[npcID] = tmp;
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NPCManager::updateNPCPosition(*nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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(*nextId)--;
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}
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}
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// mob groups
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// mob groups
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// single mobs
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// single mobs (have static IDs)
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for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) {
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for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) {
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auto leader = _group.value();
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auto leader = _group.value();
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int leadID = std::strtol(_group.key().c_str(), nullptr, 10); // parse ID string to integer
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leadID += MOB_GROUP_ID_OFFSET;
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auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
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auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
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uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
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uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
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auto followers = leader["aFollowers"];
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auto followers = leader["aFollowers"];
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (leader["iX"] > 512000 && leader["iY"] < 256000) {
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if (leader["iX"] > 512000 && leader["iY"] < 256000)
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(*nextId)--;
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(*nextId) -= followers.size();
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continue;
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continue;
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}
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#endif
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#endif
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Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, *nextId);
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Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, leadID);
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NPCManager::NPCs[*nextId] = tmp;
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NPCManager::NPCs[leadID] = tmp;
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NPCManager::updateNPCPosition(*nextId, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
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NPCManager::updateNPCPosition(leadID, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
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tmp->groupLeader = *nextId;
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tmp->groupLeader = leadID;
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(*nextId)--;
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// followers (have dynamic IDs)
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if (followers.size() < 5) {
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if (followers.size() < 5) {
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int followerCount = 0;
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int followerCount = 0;
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for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
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for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
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@ -923,7 +918,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
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}
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}
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}
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}
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else {
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else {
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std::cout << "[WARN] Mob group leader with ID " << *nextId << " has too many followers (" << followers.size() << ")\n";
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std::cout << "[WARN] Mob group leader with ID " << leadID << " has too many followers (" << followers.size() << ")\n";
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}
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}
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}
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}
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@ -940,6 +935,10 @@ static void loadingError(const char* which) {
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exit(1);
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exit(1);
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}
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}
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static void patch(json& base, json patch) {
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}
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void TableData::init() {
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void TableData::init() {
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int32_t nextId = INT32_MAX; // next dynamic ID to hand out
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int32_t nextId = INT32_MAX; // next dynamic ID to hand out
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@ -991,7 +990,7 @@ void TableData::init() {
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// fetch data from patched tables and load them appropriately
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// fetch data from patched tables and load them appropriately
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// note: the order of these is important
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// note: the order of these is important
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loadXDT(xdt);
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loadXDT(xdt);
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loadNPCs(npcs, &nextId);
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loadNPCs(npcs);
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loadMobs(mobs, &nextId);
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loadMobs(mobs, &nextId);
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loadDrops(drops);
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loadDrops(drops);
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loadEggs(eggs, &nextId);
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loadEggs(eggs, &nextId);
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@ -3,6 +3,11 @@
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#include "NPCManager.hpp"
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#include "NPCManager.hpp"
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// these are added to the NPC's static key to avoid collisions
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const int NPC_ID_OFFSET = 0;
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const int MOB_ID_OFFSET = 10000;
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const int MOB_GROUP_ID_OFFSET = 20000;
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// typedef for JSON object because I don't want to type nlohmann::json every time
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// typedef for JSON object because I don't want to type nlohmann::json every time
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typedef nlohmann::json json;
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typedef nlohmann::json json;
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