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https://github.com/OpenFusionProject/OpenFusion.git
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Merge pull request #37 from dongresource/work1
Respawn points, NPC spawning, misc stuff.
This commit is contained in:
commit
b187d4b65f
@ -23,6 +23,10 @@ view=20000
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motd=Welcome to OpenFusion!
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# NPC json data
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npcdata=NPCs.json
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# warp target json data
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warpdata=warps.json
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# is everyone a GM?
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gm=true
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# spawn coordinates (Z is height)
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# the supplied defaults are at City Hall
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@ -58,7 +58,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < charCount; i++) {
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sP_LS2CL_REP_CHAR_INFO charInfo = sP_LS2CL_REP_CHAR_INFO();
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charInfo.iSlot = (int8_t)i + 1;
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charInfo.iLevel = (int16_t)1;
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charInfo.iLevel = (int16_t)36;
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charInfo.sPC_Style.iPC_UID = rand(); // unique identifier for the character
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charInfo.sPC_Style.iNameCheck = 1;
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charInfo.sPC_Style.iGender = (i%2)+1; // can be 1(boy) or 2(girl)
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@ -92,7 +92,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID].z = charInfo.iZ;
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loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style;
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loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2;
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loginSessions[sock].characters[UID].IsGM = false;
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loginSessions[sock].characters[UID].IsGM = settings::GM;
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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// setup equips
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@ -227,7 +227,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID].Equip[2].iType = 2;
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loginSessions[sock].characters[UID].Equip[3].iID = character->sOn_Item.iEquipFootID; // foot!
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loginSessions[sock].characters[UID].Equip[3].iType = 3;
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loginSessions[sock].characters[UID].IsGM = false;
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loginSessions[sock].characters[UID].IsGM = settings::GM;
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
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break;
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@ -5,17 +5,19 @@
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#include <algorithm>
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#include <list>
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#include <fstream>
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#include <vector>
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#include "contrib/JSON.hpp"
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std::map<int32_t, BaseNPC> NPCManager::NPCs;
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std::map<int32_t, WarpLocation> NPCManager::Warps;
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std::vector<WarpLocation> NPCManager::RespawnPoints;
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void NPCManager::init() {
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// load NPCs from NPCs.json into our NPC manager
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try {
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std::ifstream inFile("NPCs.json");
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std::ifstream inFile(settings::NPCJSON);
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nlohmann::json npcData;
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// read file into json
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@ -24,6 +26,9 @@ void NPCManager::init() {
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for (nlohmann::json::iterator npc = npcData.begin(); npc != npcData.end(); npc++) {
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BaseNPC tmp(npc.value()["x"], npc.value()["y"], npc.value()["z"], npc.value()["id"]);
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NPCs[tmp.appearanceData.iNPC_ID] = tmp;
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if (npc.value()["id"] == 641 || npc.value()["id"] == 642)
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RespawnPoints.push_back({npc.value()["x"], npc.value()["y"], ((int)npc.value()["z"]) + RESURRECT_HEIGHT});
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}
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std::cout << "[INFO] populated " << NPCs.size() << " NPCs" << std::endl;
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@ -32,7 +37,7 @@ void NPCManager::init() {
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}
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try {
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std::ifstream infile("warps.json");
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std::ifstream infile(settings::WARPJSON);
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nlohmann::json warpData;
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// read file into json
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@ -50,7 +55,8 @@ void NPCManager::init() {
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}
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpManager);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
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}
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void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
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@ -102,8 +108,7 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
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PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
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}
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void NPCManager::npcWarpManager(CNSocket* sock, CNPacketData* data)
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{
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void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC))
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return; // malformed packet
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@ -122,3 +127,25 @@ void NPCManager::npcWarpManager(CNSocket* sock, CNPacketData* data)
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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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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sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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INITSTRUCT(sP_FE2CL_NPC_ENTER, resp);
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Player *plr = PlayerManager::getPlayer(sock);
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// permission & sanity check
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if (!plr->IsGM || req->iNPCType >= NPCs.size())
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return;
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resp.NPCAppearanceData.iNPC_ID = rand(); // cpunch-style
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resp.NPCAppearanceData.iNPCType = req->iNPCType;
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resp.NPCAppearanceData.iHP = 1000; // TODO: placeholder
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resp.NPCAppearanceData.iX = plr->x;
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resp.NPCAppearanceData.iY = plr->y;
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resp.NPCAppearanceData.iZ = plr->z;
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sock->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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}
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@ -5,7 +5,11 @@
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#include "NPC.hpp"
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#include <map>
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#include <vector>
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#define RESURRECT_HEIGHT 400
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// this should really be called vec3 or something...
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struct WarpLocation {
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int x, y, z;
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};
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@ -13,9 +17,10 @@ struct WarpLocation {
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namespace NPCManager {
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extern std::map<int32_t, BaseNPC> NPCs;
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extern std::map<int32_t, WarpLocation> Warps;
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extern std::vector<WarpLocation> RespawnPoints;
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void init();
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void updatePlayerNPCS(CNSocket* sock, PlayerView& plr);
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void npcWarpManager(CNSocket* sock, CNPacketData* data);
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void npcWarpHandler(CNSocket* sock, CNPacketData* data);
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void npcSummonHandler(CNSocket* sock, CNPacketData* data);
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}
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@ -227,6 +227,10 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.PCLoadData2CL.aQuestFlag[0] = -1;
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// shut computress up
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response.PCLoadData2CL.iFirstUseFlag1 = UINT64_MAX;
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response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
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plr.iID = response.iID;
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plr.SerialKey = enter->iEnterSerialKey;
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plr.HP = response.PCLoadData2CL.iHP;
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@ -575,6 +579,7 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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return;
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Player *plr = PlayerManager::getPlayer(sock);
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WarpLocation target = PlayerManager::getRespawnPoint(plr);
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// players respawn at same spot they died at for now...
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sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
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@ -582,9 +587,9 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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response.bMoveLocation = reviveData->eIL;
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response.PCRegenData.iMapNum = reviveData->iIndex;
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response.PCRegenData.iHP = 1000 * plr->level;
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response.PCRegenData.iX = plr->x;
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response.PCRegenData.iY = plr->y;
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response.PCRegenData.iZ = plr->z;
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response.PCRegenData.iX = target.x;
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response.PCRegenData.iY = target.y;
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response.PCRegenData.iZ = target.z;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
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}
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@ -636,4 +641,19 @@ void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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Player *PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
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WarpLocation best;
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uint32_t curDist, bestDist = UINT32_MAX;
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for (auto targ : NPCManager::RespawnPoints) {
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curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
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if (curDist < bestDist) {
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best = targ;
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bestDist = curDist;
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}
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}
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return best;
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}
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#pragma endregion
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@ -8,6 +8,8 @@
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#include <map>
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#include <list>
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struct WarpLocation;
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struct PlayerView {
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std::list<CNSocket*> viewable;
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std::list<int32_t> viewableNPCs;
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@ -22,7 +24,6 @@ namespace PlayerManager {
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void addPlayer(CNSocket* key, Player plr);
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void removePlayer(CNSocket* key);
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Player *getPlayer(CNSocket* key);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
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std::list<CNSocket*> getNearbyPlayers(int X, int Y, int dist);
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@ -47,4 +48,7 @@ namespace PlayerManager {
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void enterPlayerVehicle(CNSocket* sock, CNPacketData* data);
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void exitPlayerVehicle(CNSocket* sock, CNPacketData* data);
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Player *getPlayer(CNSocket* key);
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WarpLocation getRespawnPoint(Player *plr);
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}
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@ -18,7 +18,9 @@ int settings::SPAWN_Y = 268451;
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int settings::SPAWN_Z = -4210;
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std::string settings::GMPASS = "pass";
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std::string settings::NPCJSON = "NPCs.json";
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std::string settings::WARPJSON = "warps.json";
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std::string settings::MOTDSTRING = "Welcome to OpenFusion!";
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bool settings::GM = false;
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void settings::init() {
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INIReader reader("config.ini");
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@ -43,6 +45,7 @@ void settings::init() {
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SPAWN_Z = reader.GetInteger("shard", "spawnz", SPAWN_Z);
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GMPASS = reader.Get("login", "pass", GMPASS);
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NPCJSON = reader.Get("shard", "npcdata", NPCJSON);
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WARPJSON = reader.Get("shard", "warpdata", WARPJSON);
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MOTDSTRING = reader.Get("shard", "motd", MOTDSTRING);
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GM = reader.GetBoolean("shard", "gm", GM);
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}
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@ -12,7 +12,9 @@ namespace settings {
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extern int SPAWN_Z;
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extern std::string MOTDSTRING;
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extern std::string NPCJSON;
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extern std::string WARPJSON;
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extern std::string GMPASS;
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extern bool GM;
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void init();
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}
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