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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 15:00:06 +00:00
Make dynamic IDs count down from max instead of up from 0
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91dd5d5280
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@ -275,7 +275,7 @@ void Chunking::createInstance(uint64_t instanceID) {
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continue; // follower; don't copy individually
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId--);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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// if in a group, copy over group members as well
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// if in a group, copy over group members as well
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@ -284,7 +284,7 @@ void Chunking::createInstance(uint64_t instanceID) {
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Mob* mobData = (Mob*)baseNPC;
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId++; // id for follower
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int followerID = NPCManager::nextId--; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
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Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
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@ -306,7 +306,7 @@ void Chunking::createInstance(uint64_t instanceID) {
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instanceID, baseNPC->appearanceData.iAngle);
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instanceID, baseNPC->appearanceData.iAngle);
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} else {
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} else {
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BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId--);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
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instanceID, baseNPC->appearanceData.iAngle);
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instanceID, baseNPC->appearanceData.iAngle);
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@ -512,8 +512,8 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
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return;
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return;
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}
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}
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assert(NPCManager::nextId < INT32_MAX);
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//assert(NPCManager::nextId < INT32_MAX);
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int id = NPCManager::nextId++;
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int id = NPCManager::nextId--;
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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@ -124,8 +124,8 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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#define EXTRA_HEIGHT 0
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#define EXTRA_HEIGHT 0
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assert(nextId < INT32_MAX);
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//assert(nextId < INT32_MAX);
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int id = nextId++;
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int id = nextId--;
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int team = NPCData[type]["m_iTeam"];
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int team = NPCData[type]["m_iTeam"];
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BaseNPC *npc = nullptr;
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BaseNPC *npc = nullptr;
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@ -139,7 +139,7 @@ static void loadPaths(int* nextId) {
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if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
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if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
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passedDistance -= SLIDER_GAP_SIZE; // step down
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passedDistance -= SLIDER_GAP_SIZE; // step down
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// spawn a slider
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// spawn a slider
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Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++);
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Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)--);
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
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Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
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Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
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@ -484,7 +484,7 @@ static void loadEggs(int32_t* nextId) {
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int eggCount = 0;
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int eggCount = 0;
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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auto egg = _egg.value();
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auto egg = _egg.value();
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int id = (*nextId)++;
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int id = (*nextId)--;
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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@ -560,7 +560,7 @@ static void loadGruntwork(int32_t *nextId) {
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for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
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for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
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auto mob = _mob.value();
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auto mob = _mob.value();
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BaseNPC *npc;
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BaseNPC *npc;
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int id = (*nextId)++;
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int id = (*nextId)--;
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uint64_t instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"];
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uint64_t instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"];
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if (NPCManager::NPCData[(int)mob["iNPCType"]]["m_iTeam"] == 2) {
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if (NPCManager::NPCData[(int)mob["iNPCType"]]["m_iTeam"] == 2) {
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@ -595,7 +595,7 @@ static void loadGruntwork(int32_t *nextId) {
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tmp->groupLeader = *nextId;
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tmp->groupLeader = *nextId;
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(*nextId)++;
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(*nextId)--;
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auto followers = leader["aFollowers"];
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auto followers = leader["aFollowers"];
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if (followers.size() < 5) {
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if (followers.size() < 5) {
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@ -616,7 +616,7 @@ static void loadGruntwork(int32_t *nextId) {
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tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
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tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
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tmp->groupMember[followerCount++] = *nextId;
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tmp->groupMember[followerCount++] = *nextId;
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(*nextId)++;
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(*nextId)--;
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}
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}
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}
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}
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else {
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else {
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@ -629,7 +629,7 @@ static void loadGruntwork(int32_t *nextId) {
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auto eggs = gruntwork["eggs"];
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auto eggs = gruntwork["eggs"];
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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auto egg = _egg.value();
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auto egg = _egg.value();
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int id = (*nextId)++;
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int id = (*nextId)--;
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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@ -648,7 +648,7 @@ static void loadGruntwork(int32_t *nextId) {
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}
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}
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void TableData::init() {
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void TableData::init() {
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int32_t nextId = 0;
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int32_t nextId = INT32_MAX; // next dynamic ID to hand out
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// load NPCs from NPC.json
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// load NPCs from NPC.json
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try {
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try {
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@ -664,7 +664,7 @@ void TableData::init() {
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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nextId++;
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nextId--;
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continue;
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continue;
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}
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}
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#endif
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#endif
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@ -672,7 +672,7 @@ void TableData::init() {
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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nextId++;
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nextId--;
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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@ -891,7 +891,7 @@ void TableData::init() {
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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nextId++;
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nextId--;
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continue;
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continue;
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}
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}
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#endif
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#endif
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@ -901,7 +901,7 @@ void TableData::init() {
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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nextId++;
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nextId--;
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}
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}
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// mob groups
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// mob groups
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@ -915,8 +915,8 @@ void TableData::init() {
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#ifdef ACADEMY
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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// do not spawn NPCs in the future
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if (leader["iX"] > 512000 && leader["iY"] < 256000) {
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if (leader["iX"] > 512000 && leader["iY"] < 256000) {
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nextId++;
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nextId--;
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nextId += followers.size();
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nextId -= followers.size();
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continue;
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continue;
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}
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}
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#endif
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#endif
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@ -928,7 +928,7 @@ void TableData::init() {
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tmp->groupLeader = nextId;
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tmp->groupLeader = nextId;
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nextId++;
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nextId--;
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if (followers.size() < 5) {
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if (followers.size() < 5) {
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int followerCount = 0;
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int followerCount = 0;
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@ -945,7 +945,7 @@ void TableData::init() {
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tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
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tmpFol->groupLeader = tmp->appearanceData.iNPC_ID;
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tmp->groupMember[followerCount++] = nextId;
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tmp->groupMember[followerCount++] = nextId;
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nextId++;
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nextId--;
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}
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}
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} else {
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} else {
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std::cout << "[WARN] Mob group leader with ID " << nextId << " has too many followers (" << followers.size() << ")\n";
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std::cout << "[WARN] Mob group leader with ID " << nextId << " has too many followers (" << followers.size() << ")\n";
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@ -980,7 +980,7 @@ void TableData::init() {
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NPCManager::NPCs[nextId] = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], nextId);
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NPCManager::NPCs[nextId] = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], nextId);
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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nextId++;
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nextId--;
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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if (npc["iNPCType"] == 641 || npc["iNPCType"] == 642)
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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NPCManager::RespawnPoints.push_back({ npc["iX"], npc["iY"], ((int)npc["iZ"]) + RESURRECT_HEIGHT, instanceID });
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