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d9ebb4e3ef
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@ -94,20 +94,49 @@ void NPCManager::sendToViewable(Entity *npc, void *buf, uint32_t type, size_t si
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static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
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sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
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// get bark IDs from task data
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int taskID = req->iMissionTaskID;
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TaskData* td = Missions::Tasks[req->iMissionTaskID];
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// ignore req->iNPC_ID as it is often fixated on a single npc in the region
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std::vector<int> barks;
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for (int i = 0; i < 4; i++) {
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if (Missions::Tasks.find(taskID) == Missions::Tasks.end()) {
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if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
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std::cout << "mission task not found: " << taskID << std::endl;
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barks.push_back(td->task["m_iHBarkerTextID"][i]);
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return;
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}
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}
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if (barks.empty())
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TaskData* td = Missions::Tasks[taskID];
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return; // no barks
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auto& barks = td->task["m_iHBarkerTextID"];
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Player* plr = PlayerManager::getPlayer(sock);
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std::vector<std::pair<int32_t, int32_t>> npcLines;
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for (Chunk* chunk : plr->viewableChunks) {
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for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
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if (ent->kind != EntityKind::SIMPLE_NPC)
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continue;
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BaseNPC* npc = (BaseNPC*)ent->getEntity();
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if (npc->type < 0 || npc->type >= NPCData.size())
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continue; // npc unknown ?!
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int barkType = NPCData[npc->type]["m_iBarkerType"];
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if (barkType < 1 || barkType > 4)
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continue; // no barks
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int barkID = barks[barkType - 1];
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if (barkID == 0)
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continue; // no barks
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npcLines.push_back(std::make_pair(npc->id, barkID));
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}
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}
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if (npcLines.size() == 0)
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return; // totally no barks
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auto& [npcID, missionStringID] = npcLines[Rand::rand(npcLines.size())];
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iNPC_ID = npcID;
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resp.iMissionStringID = barks[Rand::rand(barks.size())];
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resp.iMissionStringID = missionStringID;
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sock->sendPacket(resp, P_FE2CL_REP_BARKER);
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sock->sendPacket(resp, P_FE2CL_REP_BARKER);
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}
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}
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