mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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Add support for unique instances
This commit is contained in:
parent
c1fd51b721
commit
d4aed0abf4
@ -329,6 +329,7 @@ void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket*
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// no additional arguments: report current instance ID
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// no additional arguments: report current instance ID
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if (args.size() < 2) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
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ChatManager::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
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ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(plr->instanceID & 0xffffffff) + ", instance " + std::to_string(plr->instanceID >> 32) + ")");
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return;
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return;
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}
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}
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@ -3,12 +3,12 @@
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#include "NPCManager.hpp"
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#include "NPCManager.hpp"
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#include "settings.hpp"
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#include "settings.hpp"
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std::map<std::tuple<int, int, int>, Chunk*> ChunkManager::chunks;
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std::map<std::tuple<int, int, uint64_t>, Chunk*> ChunkManager::chunks;
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void ChunkManager::init() {} // stubbed
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void ChunkManager::init() {} // stubbed
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void ChunkManager::addNPC(int posX, int posY, int instanceID, int32_t id) {
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void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
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std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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std::tuple<int, int, uint64_t> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
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// make chunk if it doesn't exist!
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if (chunks.find(pos) == chunks.end()) {
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if (chunks.find(pos) == chunks.end()) {
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@ -22,8 +22,8 @@ void ChunkManager::addNPC(int posX, int posY, int instanceID, int32_t id) {
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chunk->NPCs.insert(id);
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chunk->NPCs.insert(id);
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}
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}
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void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock) {
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void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
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std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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std::tuple<int, int, uint64_t> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
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// make chunk if it doesn't exist!
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if (chunks.find(pos) == chunks.end()) {
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if (chunks.find(pos) == chunks.end()) {
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@ -37,7 +37,7 @@ void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock)
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chunk->players.insert(sock);
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chunk->players.insert(sock);
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}
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}
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bool ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock) {
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bool ChunkManager::removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock) {
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if (!checkChunk(chunkPos))
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if (!checkChunk(chunkPos))
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return false; // do nothing if chunk doesn't even exist
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return false; // do nothing if chunk doesn't even exist
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@ -57,7 +57,7 @@ bool ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* so
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return false;
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return false;
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}
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}
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bool ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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bool ChunkManager::removeNPC(std::tuple<int, int, uint64_t> chunkPos, int32_t id) {
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if (!checkChunk(chunkPos))
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if (!checkChunk(chunkPos))
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return false; // do nothing if chunk doesn't even exist
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return false; // do nothing if chunk doesn't even exist
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@ -77,7 +77,7 @@ bool ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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return false;
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return false;
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}
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}
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void ChunkManager::destroyChunk(std::tuple<int, int, int> chunkPos) {
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void ChunkManager::destroyChunk(std::tuple<int, int, uint64_t> chunkPos) {
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if (!checkChunk(chunkPos))
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if (!checkChunk(chunkPos))
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return; // chunk doesn't exist, we don't need to do anything
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return; // chunk doesn't exist, we don't need to do anything
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@ -118,25 +118,26 @@ void ChunkManager::destroyChunk(std::tuple<int, int, int> chunkPos) {
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delete chunk;
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delete chunk;
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}
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}
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bool ChunkManager::checkChunk(std::tuple<int, int, int> chunk) {
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bool ChunkManager::checkChunk(std::tuple<int, int, uint64_t> chunk) {
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return chunks.find(chunk) != chunks.end();
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return chunks.find(chunk) != chunks.end();
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}
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}
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std::tuple<int, int, int> ChunkManager::grabChunk(int posX, int posY, int instanceID) {
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std::tuple<int, int, uint64_t> ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
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return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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}
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, int> chunk) {
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, uint64_t> chunk) {
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std::vector<Chunk*> chnks;
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std::vector<Chunk*> chnks;
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chnks.reserve(9);
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chnks.reserve(9);
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int x, y, inst;
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int x, y;
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uint64_t inst;
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std::tie(x, y, inst) = chunk;
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std::tie(x, y, inst) = chunk;
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// grabs surrounding chunks if they exist
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// grabs surrounding chunks if they exist
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for (int i = -1; i < 2; i++) {
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for (int i = -1; i < 2; i++) {
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for (int z = -1; z < 2; z++) {
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for (int z = -1; z < 2; z++) {
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std::tuple<int, int, int> pos = std::make_tuple(x+i, y+z, inst);
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std::tuple<int, int, uint64_t> pos = std::make_tuple(x+i, y+z, inst);
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// if chunk exists, add it to the vector
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// if chunk exists, add it to the vector
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if (checkChunk(pos))
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if (checkChunk(pos))
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@ -170,7 +171,7 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
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return delta;
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return delta;
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}
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}
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bool ChunkManager::inPopulatedChunks(int posX, int posY, int instanceID) {
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bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
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auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
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auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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@ -24,16 +24,16 @@ namespace ChunkManager {
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void init();
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void init();
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void cleanup();
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void cleanup();
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extern std::map<std::tuple<int, int, int>, Chunk*> chunks;
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extern std::map<std::tuple<int, int, uint64_t>, Chunk*> chunks;
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void addNPC(int posX, int posY, int instanceID, int32_t id);
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void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
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void addPlayer(int posX, int posY, int instanceID, CNSocket* sock);
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void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
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bool removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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bool removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock);
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bool removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool removeNPC(std::tuple<int, int, uint64_t> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, int> chunk);
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bool checkChunk(std::tuple<int, int, uint64_t> chunk);
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void destroyChunk(std::tuple<int, int, int> chunkPos);
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void destroyChunk(std::tuple<int, int, uint64_t> chunkPos);
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std::tuple<int, int, int> grabChunk(int posX, int posY, int instanceID);
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std::tuple<int, int, uint64_t> grabChunk(int posX, int posY, uint64_t instanceID);
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std::vector<Chunk*> grabChunks(std::tuple<int, int, int> chunkPos);
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std::vector<Chunk*> grabChunks(std::tuple<int, int, uint64_t> chunkPos);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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bool inPopulatedChunks(int posX, int posY, int instanceID);
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bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
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}
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}
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@ -45,7 +45,7 @@ struct Mob : public BaseNPC {
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// temporary; until we're sure what's what
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// temporary; until we're sure what's what
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nlohmann::json data;
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nlohmann::json data;
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Mob(int x, int y, int z, int angle, int iID, int type, int hp, nlohmann::json d, int32_t id)
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Mob(int x, int y, int z, int angle, uint64_t iID, int type, int hp, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, angle, iID, type, id), maxHealth(hp) {
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: BaseNPC(x, y, z, angle, iID, type, id), maxHealth(hp) {
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state = MobState::ROAMING;
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state = MobState::ROAMING;
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@ -71,7 +71,7 @@ struct Mob : public BaseNPC {
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}
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}
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// constructor for /summon
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// constructor for /summon
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Mob(int x, int y, int z, int iID, int type, nlohmann::json d, int32_t id)
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Mob(int x, int y, int z, uint64_t iID, int type, nlohmann::json d, int32_t id)
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: Mob(x, y, z, 0, iID, type, 0, d, id) {
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: Mob(x, y, z, 0, iID, type, 0, d, id) {
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summoned = true; // will be despawned and deallocated when killed
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summoned = true; // will be despawned and deallocated when killed
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appearanceData.iHP = maxHealth = d["m_iHP"];
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appearanceData.iHP = maxHealth = d["m_iHP"];
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@ -7,12 +7,12 @@ class BaseNPC {
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public:
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public:
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sNPCAppearanceData appearanceData;
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sNPCAppearanceData appearanceData;
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NPCClass npcClass;
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NPCClass npcClass;
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int instanceID;
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uint64_t instanceID;
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std::tuple<int, int, int> chunkPos;
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std::tuple<int, int, uint64_t> chunkPos;
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std::vector<Chunk*> currentChunks;
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std::vector<Chunk*> currentChunks;
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BaseNPC() {};
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int angle, int iID, int type, int id) {
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id) {
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appearanceData.iX = x;
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appearanceData.iX = x;
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appearanceData.iY = y;
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appearanceData.iY = y;
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appearanceData.iZ = z;
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appearanceData.iZ = z;
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@ -27,7 +27,7 @@ public:
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chunkPos = std::make_tuple(0, 0, instanceID);
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chunkPos = std::make_tuple(0, 0, instanceID);
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};
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};
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BaseNPC(int x, int y, int z, int angle, int iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
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npcClass = classType;
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npcClass = classType;
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}
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}
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};
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};
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@ -146,7 +146,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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npc->appearanceData.iX = X;
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npc->appearanceData.iX = X;
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npc->appearanceData.iY = Y;
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npc->appearanceData.iY = Y;
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npc->appearanceData.iZ = Z;
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npc->appearanceData.iZ = Z;
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std::tuple<int, int, int> newPos = ChunkManager::grabChunk(X, Y, npc->instanceID);
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std::tuple<int, int, uint64_t> newPos = ChunkManager::grabChunk(X, Y, npc->instanceID);
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// nothing to be done (but we should also update currentChunks to add/remove stale chunks)
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// nothing to be done (but we should also update currentChunks to add/remove stale chunks)
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if (newPos == npc->chunkPos) {
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if (newPos == npc->chunkPos) {
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@ -177,7 +177,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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npc->currentChunks = allChunks;
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npc->currentChunks = allChunks;
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}
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}
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void NPCManager::updateNPCInstance(int32_t npcID, int instanceID) {
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void NPCManager::updateNPCInstance(int32_t npcID, uint64_t instanceID) {
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BaseNPC* npc = NPCs[npcID];
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BaseNPC* npc = NPCs[npcID];
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npc->instanceID = instanceID;
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npc->instanceID = instanceID;
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updateNPCPosition(npcID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ);
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updateNPCPosition(npcID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ);
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@ -591,7 +591,12 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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if (Warps[warpId].isInstance)
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if (Warps[warpId].isInstance)
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{
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{
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, Warps[warpId].instanceID);
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uint64_t instanceID = Warps[warpId].instanceID;
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if (false) { // TODO check if instance is unique and make a copy
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instanceID += ((uint64_t)plrv.plr->iIDGroup << 32); // upper 32 bits are leader ID
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}
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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}
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else
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else
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{
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{
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@ -603,7 +608,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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resp.eIL = 4; // do not take away any items
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resp.eIL = 4; // do not take away any items
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.currentChunks.clear();
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plrv.plr->instanceID = 0;
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plrv.plr->instanceID = INSTANCE_OVERWORLD;
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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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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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}
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}
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}
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@ -29,7 +29,7 @@ namespace NPCManager {
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void destroyNPC(int32_t);
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void destroyNPC(int32_t);
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void updateNPCPosition(int32_t, int X, int Y, int Z, int angle);
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void updateNPCPosition(int32_t, int X, int Y, int Z, int angle);
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void updateNPCPosition(int32_t, int X, int Y, int Z);
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void updateNPCPosition(int32_t, int X, int Y, int Z);
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void updateNPCInstance(int32_t, int instanceID);
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void updateNPCInstance(int32_t, uint64_t instanceID);
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void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
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void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
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@ -37,7 +37,8 @@ struct Player {
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int32_t iConditionBitFlag;
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int32_t iConditionBitFlag;
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int8_t iSpecialState;
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int8_t iSpecialState;
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int x, y, z, angle, instanceID;
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int x, y, z, angle;
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uint64_t instanceID;
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Bank[ABANK_COUNT];
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sItemBase Bank[ABANK_COUNT];
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@ -194,9 +194,9 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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updatePlayerChunk(sock, X, Y, view.plr->instanceID);
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updatePlayerChunk(sock, X, Y, view.plr->instanceID);
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}
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}
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void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y,int mapNum) {
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void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) {
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PlayerView& view = players[sock];
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PlayerView& view = players[sock];
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std::tuple<int, int, int> newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
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std::tuple<int, int, uint64_t> newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
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// nothing to be done
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// nothing to be done
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if (newPos == view.chunkPos)
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if (newPos == view.chunkPos)
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@ -222,13 +222,13 @@ void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y,int mapNum) {
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view.currentChunks = allChunks;
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view.currentChunks = allChunks;
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}
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, int I) {
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
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PlayerView& plrv = PlayerManager::players[sock];
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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Player* plr = plrv.plr;
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plr->instanceID = I;
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plr->instanceID = I;
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if (I != INSTANCE_OVERWORLD) {
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if (I != INSTANCE_OVERWORLD) {
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
|
||||||
pkt.iInstanceMapNum = I;
|
pkt.iInstanceMapNum = (int32_t)(I & 0xffffffff); // lower 32 bits are mapnum
|
||||||
sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
|
sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
|
||||||
sendPlayerTo(sock, X, Y, Z);
|
sendPlayerTo(sock, X, Y, Z);
|
||||||
} else {
|
} else {
|
||||||
|
@ -13,7 +13,7 @@
|
|||||||
struct WarpLocation;
|
struct WarpLocation;
|
||||||
|
|
||||||
struct PlayerView {
|
struct PlayerView {
|
||||||
std::tuple<int, int, int> chunkPos;
|
std::tuple<int, int, uint64_t> chunkPos;
|
||||||
std::vector<Chunk*> currentChunks;
|
std::vector<Chunk*> currentChunks;
|
||||||
Player *plr;
|
Player *plr;
|
||||||
time_t lastHeartbeat;
|
time_t lastHeartbeat;
|
||||||
@ -32,9 +32,9 @@ namespace PlayerManager {
|
|||||||
|
|
||||||
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
|
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
|
||||||
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle);
|
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle);
|
||||||
void updatePlayerChunk(CNSocket* sock, int X, int Y, int instanceID);
|
void updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID);
|
||||||
|
|
||||||
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, int I);
|
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
|
||||||
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
|
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
|
||||||
|
|
||||||
void sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size);
|
void sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size);
|
||||||
|
@ -29,7 +29,7 @@ void TableData::init() {
|
|||||||
inFile >> npcData;
|
inFile >> npcData;
|
||||||
for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
|
for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
|
||||||
auto npc = _npc.value();
|
auto npc = _npc.value();
|
||||||
int instanceID = npc.find("mapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["mapNum"];
|
uint64_t instanceID = npc.find("mapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["mapNum"];
|
||||||
BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
|
BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
|
||||||
|
|
||||||
NPCManager::NPCs[nextId] = tmp;
|
NPCManager::NPCs[nextId] = tmp;
|
||||||
@ -181,7 +181,7 @@ void TableData::init() {
|
|||||||
for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
|
for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
|
||||||
auto npc = _npc.value();
|
auto npc = _npc.value();
|
||||||
auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
|
auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
|
||||||
int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
|
uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
|
||||||
Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npc["iHP"], td, nextId);
|
Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npc["iHP"], td, nextId);
|
||||||
|
|
||||||
NPCManager::NPCs[nextId] = tmp;
|
NPCManager::NPCs[nextId] = tmp;
|
||||||
@ -409,7 +409,7 @@ void TableData::loadGruntwork(int32_t *nextId) {
|
|||||||
auto npcMap = gruntwork["instances"];
|
auto npcMap = gruntwork["instances"];
|
||||||
for (auto _map = npcMap.begin(); _map != npcMap.end(); _map++) {
|
for (auto _map = npcMap.begin(); _map != npcMap.end(); _map++) {
|
||||||
int32_t npcID = _map.value()["iNPCID"];
|
int32_t npcID = _map.value()["iNPCID"];
|
||||||
int instanceID = _map.value()["iMapNum"];
|
uint64_t instanceID = _map.value()["iMapNum"];
|
||||||
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
|
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
|
||||||
continue; // NPC not found
|
continue; // NPC not found
|
||||||
BaseNPC* npc = NPCManager::NPCs[npcID];
|
BaseNPC* npc = NPCManager::NPCs[npcID];
|
||||||
@ -423,7 +423,7 @@ void TableData::loadGruntwork(int32_t *nextId) {
|
|||||||
for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
|
for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
|
||||||
auto mob = _mob.value();
|
auto mob = _mob.value();
|
||||||
|
|
||||||
int instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"];
|
uint64_t instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"];
|
||||||
Mob *npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iNPCType"],
|
Mob *npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iNPCType"],
|
||||||
NPCManager::NPCData[(int)mob["iNPCType"]], (*nextId)++);
|
NPCManager::NPCData[(int)mob["iNPCType"]], (*nextId)++);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user