Implement NPC spawning.

Protected by a simplified GM system. Either everyone is a GM (local
servers) or nobody is (public servers).
This commit is contained in:
dongresource 2020-08-25 04:28:42 +02:00
parent 9aa9b76826
commit b79bc56b31
6 changed files with 34 additions and 7 deletions

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@ -25,6 +25,8 @@ motd=Welcome to OpenFusion!
npcdata=NPCs.json
# warp target json data
warpdata=warps.json
# is everyone a GM?
gm=true
# spawn coordinates (Z is height)
# the supplied defaults are at City Hall

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@ -92,7 +92,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID].z = charInfo.iZ;
loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style;
loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2;
loginSessions[sock].characters[UID].IsGM = false;
loginSessions[sock].characters[UID].IsGM = settings::GM;
for (int i = 0; i < AEQUIP_COUNT; i++) {
// setup equips
@ -227,7 +227,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID].Equip[2].iType = 2;
loginSessions[sock].characters[UID].Equip[3].iID = character->sOn_Item.iEquipFootID; // foot!
loginSessions[sock].characters[UID].Equip[3].iType = 3;
loginSessions[sock].characters[UID].IsGM = false;
loginSessions[sock].characters[UID].IsGM = settings::GM;
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
break;

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@ -55,7 +55,8 @@ void NPCManager::init() {
}
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpManager);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
}
void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
@ -107,8 +108,7 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
}
void NPCManager::npcWarpManager(CNSocket* sock, CNPacketData* data)
{
void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC))
return; // malformed packet
@ -127,3 +127,25 @@ void NPCManager::npcWarpManager(CNSocket* sock, CNPacketData* data)
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
}
void NPCManager::npcSummonHandler(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
return; // malformed packet
sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
INITSTRUCT(sP_FE2CL_NPC_ENTER, resp);
Player *plr = PlayerManager::getPlayer(sock);
// permission & sanity check
if (!plr->IsGM || req->iNPCType >= NPCs.size())
return;
resp.NPCAppearanceData.iNPC_ID = rand(); // cpunch-style
resp.NPCAppearanceData.iNPCType = req->iNPCType;
resp.NPCAppearanceData.iHP = 1000; // TODO: placeholder
resp.NPCAppearanceData.iX = plr->x;
resp.NPCAppearanceData.iY = plr->y;
resp.NPCAppearanceData.iZ = plr->z;
sock->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
}

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@ -21,5 +21,6 @@ namespace NPCManager {
void init();
void updatePlayerNPCS(CNSocket* sock, PlayerView& plr);
void npcWarpManager(CNSocket* sock, CNPacketData* data);
void npcWarpHandler(CNSocket* sock, CNPacketData* data);
void npcSummonHandler(CNSocket* sock, CNPacketData* data);
}

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@ -20,6 +20,7 @@ std::string settings::GMPASS = "pass";
std::string settings::NPCJSON = "NPCs.json";
std::string settings::WARPJSON = "warps.json";
std::string settings::MOTDSTRING = "Welcome to OpenFusion!";
bool settings::GM = false;
void settings::init() {
INIReader reader("config.ini");
@ -46,5 +47,5 @@ void settings::init() {
NPCJSON = reader.Get("shard", "npcdata", NPCJSON);
WARPJSON = reader.Get("shard", "warpdata", WARPJSON);
MOTDSTRING = reader.Get("shard", "motd", MOTDSTRING);
GM = reader.GetBoolean("shard", "gm", GM);
}

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@ -14,6 +14,7 @@ namespace settings {
extern std::string NPCJSON;
extern std::string WARPJSON;
extern std::string GMPASS;
extern bool GM;
void init();
}