diff --git a/src/ChunkManager.cpp b/src/ChunkManager.cpp index 9e65da5..0792bcc 100644 --- a/src/ChunkManager.cpp +++ b/src/ChunkManager.cpp @@ -457,20 +457,50 @@ void ChunkManager::createInstance(uint64_t instanceID) { for (ChunkPos &coords : templateChunks) { for (int npcID : chunks[coords]->NPCs) { // make a copy of each NPC in the template chunks and put them in the new instance - int newID = NPCManager::nextId++; BaseNPC* baseNPC = NPCManager::NPCs[npcID]; if (baseNPC->npcClass == NPC_MOB) { + if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID) + continue; // follower; don't copy individually + Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle, - instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID); - NPCManager::NPCs[newID] = newMob; - MobManager::Mobs[newID] = newMob; + instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++); + NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob; + MobManager::Mobs[newMob->appearanceData.iNPC_ID] = newMob; + + // if in a group, copy over group members as well + if (((Mob*)baseNPC)->groupLeader != 0) { + newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader + Mob* mobData = (Mob*)baseNPC; + for (int i = 0; i < 4; i++) { + if (mobData->groupMember[i] != 0) { + int followerID = NPCManager::nextId++; // id for follower + BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template + // new follower instance + Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle, + instanceID, baseFollower->appearanceData.iNPCType, ((Mob*)baseFollower)->maxHealth, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID); + // add follower to NPC maps + NPCManager::NPCs[followerID] = newMobFollower; + MobManager::Mobs[followerID] = newMobFollower; + // set follower-specific properties + newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID; + newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX; + newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY; + // add follower copy to leader copy + newMob->groupMember[i] = followerID; + NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, + instanceID, baseFollower->appearanceData.iAngle); + } + } + } + NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, + instanceID, baseNPC->appearanceData.iAngle); } else { BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle, - instanceID, baseNPC->appearanceData.iNPCType, newID); - NPCManager::NPCs[newID] = newNPC; + instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++); + NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC; + NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, + instanceID, baseNPC->appearanceData.iAngle); } - NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, - instanceID, baseNPC->appearanceData.iAngle); } } } else {