randomized npcs for mission barkers

This commit is contained in:
FinnHornhoover 2023-12-12 00:47:56 +03:00
parent 9266b633cc
commit 6d94eec964

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@ -95,33 +95,48 @@ static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf; sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
int taskID = req->iMissionTaskID; int taskID = req->iMissionTaskID;
int npcID = req->iNPC_ID; // ignore req->iNPC_ID as it is often fixated on a single npc in the region
if (Missions::Tasks.find(taskID) == Missions::Tasks.end()) { if (Missions::Tasks.find(taskID) == Missions::Tasks.end()) {
std::cout << "mission task not found: " << taskID << std::endl; std::cout << "mission task not found: " << taskID << std::endl;
return; return;
} }
if (npcID < 0 || npcID >= NPCData.size()) {
std::cout << "npc not found: " << npcID << std::endl;
return;
}
// get bark IDs from task data
TaskData* td = Missions::Tasks[taskID]; TaskData* td = Missions::Tasks[taskID];
auto& barks = td->task["m_iHBarkerTextID"]; auto& barks = td->task["m_iHBarkerTextID"];
int barkType = NPCData[npcID]["m_iBarkerType"]; Player* plr = PlayerManager::getPlayer(sock);
std::vector<std::pair<int32_t, int32_t>> npcLines;
for (Chunk* chunk : plr->viewableChunks) {
for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
if (ent->kind == EntityKind::PLAYER)
continue;
BaseNPC* npc = (BaseNPC*)ent->getEntity();
if (npc->type < 0 || npc->type >= NPCData.size())
continue; // npc unknown ?!
int barkType = NPCData[npc->type]["m_iBarkerType"];
if (barkType < 1 || barkType > 4) if (barkType < 1 || barkType > 4)
return; // no barks continue; // no barks
int barkID = barks[barkType - 1]; int barkID = barks[barkType - 1];
if (barkID == 0) if (barkID == 0)
return; // no barks continue; // no barks
npcLines.push_back(std::make_pair(npc->id, barkID));
}
}
if (npcLines.size() == 0)
return; // totally no barks
auto& [npcID, missionStringID] = npcLines[Rand::rand(npcLines.size())];
INITSTRUCT(sP_FE2CL_REP_BARKER, resp); INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
resp.iNPC_ID = npcID; resp.iNPC_ID = npcID;
resp.iMissionStringID = barkID; resp.iMissionStringID = missionStringID;
sock->sendPacket(resp, P_FE2CL_REP_BARKER); sock->sendPacket(resp, P_FE2CL_REP_BARKER);
} }