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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Respawn points work now.
Note that some of them weren't present in clientnpc and will need to be manually added later.
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@ -5,11 +5,13 @@
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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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@ -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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@ -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 +17,9 @@ 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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}
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@ -575,6 +575,7 @@ 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 +583,9 @@ 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 +637,19 @@ 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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