Mobs respawn now.

Began work on mob logic. Also cleaned up TableData a little.
This commit is contained in:
2020-09-17 01:43:48 +02:00
parent 027b783571
commit e79f179628
7 changed files with 180 additions and 76 deletions

View File

@@ -1,6 +1,7 @@
#include "NPCManager.hpp"
#include "ItemManager.hpp"
#include "settings.hpp"
#include "MobManager.hpp"
#include <cmath>
#include <algorithm>
@@ -10,7 +11,7 @@
#include "contrib/JSON.hpp"
std::map<int32_t, BaseNPC> NPCManager::NPCs;
std::map<int32_t, BaseNPC*> NPCManager::NPCs;
std::map<int32_t, WarpLocation> NPCManager::Warps;
std::vector<WarpLocation> NPCManager::RespawnPoints;
@@ -255,10 +256,17 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
std::list<int32_t> noView;
for (auto& pair : NPCs) {
int diffX = abs(view.plr->x - pair.second.appearanceData.iX);
int diffY = abs(view.plr->y - pair.second.appearanceData.iY);
int diffX = abs(view.plr->x - pair.second->appearanceData.iX);
int diffY = abs(view.plr->y - pair.second->appearanceData.iY);
if (diffX < settings::NPCDISTANCE && diffY < settings::NPCDISTANCE) {
// if it's a mob and it's dead (or otherwise not there), skip it.
if (MobManager::Mobs.find(pair.first) != MobManager::Mobs.end()) {
Mob *mob = (Mob*) pair.second;
if (mob->state == MobState::DEAD || mob->state == MobState::INACTIVE)
continue;
}
yesView.push_back(pair.first);
}
else {
@@ -290,7 +298,7 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
if (std::find(view.viewableNPCs.begin(), view.viewableNPCs.end(), id) == view.viewableNPCs.end()) {
// needs to be added to viewableNPCs! send NPC_ENTER
enterData.NPCAppearanceData = NPCs[id].appearanceData;
enterData.NPCAppearanceData = NPCs[id]->appearanceData;
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
// add to viewable