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* Start rewrite, add vcpkg * Simple vcpkg manifest, will almost certainly need tweaking * Remove cmake ext we wont be using anymore * Update vcpkg to no longer be from 2022, update cmake lists (wip) * Add finds to the toplevel cmakelists * WIP, luabind and perlbind build. Common only partially builds. * Fix common build. * shared_memory compiles * client files compile * Tests and more cmake version updates * World, had to swap out zlib-ng for now because it wasn't playing nicely along side the zlib install. May revisit. * UCS compiles now too! * queryserv and eqlaunch * loginserver works * Zone works but is messy, tomorrow futher cleanup! * Cleanup main file * remove old zlibng, remove perlwrap, remove hc * More cleanup * vcpkg baseline set for CI * Remove pkg-config, it's the suggested way to use luajit with vcpkg but it causes issues with CI and might be a pain point for windows users * Actually add file * Set perlbind include dir * Perl link got lost * PERL_SET_INTERP causes an issue on newer versions of perl on windows because a symbol is not properly exported in their API, change the lines so it's basically what it used to be * Remove static unix linking, we dont do automated released anymore and this was tightly coupled to that. Can explore this again if we decide to change that. * Remove unused submodules, set cmake policy for boost * Fix some cereal includes * Improve some boilerplate, I'd still like to do better about getting linker stuff set. * Going through and cleaning up the build. * Fix world, separate out data_buckets. * add fixes for other servers * fix zone * Fix client files, loginserver and tests * Newer versions of libmariadb default to tls forced on, return to the default of not forcing that. auto_login were breaking on linux builds loginserver wasn't setting proper openssl compile flag * Move set out of a giant cpp file include. * Convert show * convert find * Add uuid to unix builds * Remove some cpp includes. * Restructure to remove more things. * change db update manifest to header change build yml * Move world CLI include cpps to cmake. * Move zone cli out of source and into cmake * Sidecar stuff wont directly include cpp files now too. * Fix uuid-dev missing on linux runner * Reorg common cmake file * Some cleanup * Fix libsodium support (oops). Fix perl support (more oops) * Change doc --------- Co-authored-by: KimLS <KimLS@peqtgc.com>
181 lines
3.3 KiB
C++
181 lines
3.3 KiB
C++
#include "../../client.h"
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void ShowZonePoints(Client *c, const Seperator *sep)
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{
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for (const auto& m : entity_list.GetMobList()) {
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Mob* mob = m.second;
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if (mob->IsNPC() && mob->GetRace() == Race::Node) {
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mob->Depop();
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}
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}
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uint32 found_count = 0;
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c->Message(Chat::White, "Listing zone points...");
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c->SendChatLineBreak();
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for (auto &p : zone->virtual_zone_point_list) {
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const std::string& zone_long_name = ZoneLongName(p.target_zone_id);
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const std::string& saylink = fmt::format(
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"#goto {:.0f} {:.0f} {:.0f}",
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p.x,
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p.y,
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p.z
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Virtual Zone Point [{}] x [{}] y [{}] z [{}] h [{}] width [{}] height [{}] | To [{}] ({}) x [{}] y [{}] z [{}] h [{}]",
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Saylink::Silent(saylink, "Goto").c_str(),
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p.x,
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p.y,
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p.z,
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p.heading,
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p.width,
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p.height,
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zone_long_name.c_str(),
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p.target_zone_id,
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p.target_x,
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p.target_y,
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p.target_z,
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p.target_heading
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).c_str()
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);
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const std::string& node_name = fmt::format("ZonePoint To [{}]", zone_long_name);
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float half_width = ((float) p.width / 2);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x + half_width,
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p.y + half_width,
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p.z,
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x + half_width,
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p.y - half_width,
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p.z,
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x - half_width,
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p.y - half_width,
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p.z,
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x - half_width,
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p.y + half_width,
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p.z,
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x + half_width,
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p.y + half_width,
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p.z + static_cast<float>(p.height),
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x + half_width,
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p.y - half_width,
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p.z + static_cast<float>(p.height),
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x - half_width,
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p.y - half_width,
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p.z + static_cast<float>(p.height),
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p.heading
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)
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);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p.x - half_width,
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p.y + half_width,
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p.z + static_cast<float>(p.height),
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p.heading
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)
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);
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found_count++;
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}
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LinkedListIterator<ZonePoint *> iterator(zone->zone_point_list);
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iterator.Reset();
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while (iterator.MoreElements()) {
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const auto &p = iterator.GetData();
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const std::string& zone_long_name = ZoneLongName(p->target_zone_id);
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const std::string& node_name = fmt::format("ZonePoint To [{}]", zone_long_name);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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p->x,
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p->y,
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p->z,
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p->heading
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)
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);
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const std::string& saylink = fmt::format(
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"#goto {:.0f} {:.0f} {:.0f}",
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p->x,
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p->y,
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p->z
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Client Side Zone Point [{}] x [{}] y [{}] z [{}] h [{}] number [{}] | To [{}] ({}) x [{}] y [{}] z [{}] h [{}]",
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Saylink::Silent(saylink, "Goto"),
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p->x,
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p->y,
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p->z,
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p->heading,
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p->number,
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zone_long_name,
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p->target_zone_id,
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p->target_x,
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p->target_y,
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p->target_z,
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p->target_heading
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).c_str()
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);
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iterator.Advance();
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found_count++;
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}
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if (!found_count) {
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c->Message(Chat::White, "There were no zone points found.");
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}
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c->SendChatLineBreak();
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}
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