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* [Grids] Convert Grid/Grid Entries to Repositories - Convert `AddWaypoint()`, `AddWaypointForSpawn()`, `DeleteWaypoint()`, `GetHighestWaypoint()`, `GetRandomWaypointFromGrid()`, `GridExistsInZone()`, and `ModifyGrid()` to repositories. * Update grid.cpp * Update questmgr.cpp * Update waypoints.cpp * Update waypoints.cpp
166 lines
4.7 KiB
C++
Executable File
166 lines
4.7 KiB
C++
Executable File
#include "../client.h"
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#include "../../common/repositories/grid_entries_repository.h"
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void command_grid(Client *c, const Seperator *sep)
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{
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const uint16 arguments = sep->argnum;
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if (!arguments) {
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c->Message(Chat::White, "Usage: #grid add [Grid ID] [Wander Type] [Pause Type] - Add a grid with the specified wander and pause type");
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c->Message(Chat::White, "Usage: #grid delete [Grid ID] - Delete a grid");
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c->Message(Chat::White, "Usage: #grid hide - Hides waypoint nodes from targeted NPC's grid");
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c->Message(Chat::White, "Usage: #grid max - Displays the highest grid ID used in this zone (for add)");
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c->Message(Chat::White, "Usage: #grid show - Displays waypoint nodes for targeted NPC's grid");
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return;
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}
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const bool is_add = !strcasecmp(sep->arg[1], "add");
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const bool is_delete = !strcasecmp(sep->arg[1], "delete");
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const bool is_hide = !strcasecmp(sep->arg[1], "hide");
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const bool is_max = !strcasecmp(sep->arg[1], "max");
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const bool is_show = !strcasecmp(sep->arg[1], "show");
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if (!is_add && !is_delete && !is_hide && !is_max && !is_show) {
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c->Message(Chat::White, "Usage: #grid add [Grid ID] [Wander Type] [Pause Type] - Add a grid with the specified wander and pause type");
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c->Message(Chat::White, "Usage: #grid delete [Grid ID] - Delete a grid");
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c->Message(Chat::White, "Usage: #grid hide - Hides waypoint nodes from targeted NPC's grid");
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c->Message(Chat::White, "Usage: #grid max - Displays the highest grid ID used in this zone (for add)");
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c->Message(Chat::White, "Usage: #grid show - Displays waypoint nodes for targeted NPC's grid");
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return;
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}
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if (is_add) {
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const uint32 grid_id = Strings::ToUnsignedInt(sep->arg[2]);
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const uint8 wander_type = static_cast<uint8>(Strings::ToUnsignedInt(sep->arg[3]));
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const uint8 pause_type = static_cast<uint8>(Strings::ToUnsignedInt(sep->arg[4]));
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if (!grid_id) {
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c->Message(Chat::White, "You must specify a valid grid ID.");
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return;
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}
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if (!content_db.GridExistsInZone(zone->GetZoneID(), grid_id)) {
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content_db.ModifyGrid(c, false, grid_id, wander_type, pause_type, zone->GetZoneID());
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c->Message(
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Chat::White,
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fmt::format(
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"Grid {} added to zone ID {} with wander type {} and pause type {}.",
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grid_id,
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zone->GetZoneID(),
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wander_type,
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pause_type
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).c_str()
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);
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} else {
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c->Message(
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Chat::White,
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fmt::format(
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"Grid {} already exists in zone ID {}.",
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grid_id,
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zone->GetZoneID()
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).c_str()
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);
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}
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} else if (is_delete) {
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const uint32 grid_id = Strings::ToUnsignedInt(sep->arg[2]);
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content_db.ModifyGrid(c, true, grid_id, 0, 0, zone->GetZoneID());
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c->Message(
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Chat::White,
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fmt::format(
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"Grid {} deleted from zone ID {}.",
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grid_id,
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zone->GetZoneID()
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).c_str()
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);
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} else if (is_hide) {
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Mob* t = c->GetTarget();
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if (!t || !t->IsNPC()) {
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c->Message(Chat::White, "You must target an NPC to use this command.");
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return;
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}
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const uint32 grid_id = t->CastToNPC()->GetGrid();
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entity_list.DespawnGridNodes(grid_id);
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c->Message(
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Chat::White,
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fmt::format(
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"Depawning nodes for grid {}.",
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grid_id
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).c_str()
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);
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} else if (is_max) {
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c->Message(
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Chat::White,
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fmt::format(
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"Highest grid ID in this zone is {}.",
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content_db.GetHighestGrid(zone->GetZoneID())
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).c_str()
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);
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} else if (is_show) {
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Mob* t = c->GetTarget();
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if (!t || !t->IsNPC()) {
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c->Message(Chat::White, "You must target an NPC to use this command.");
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return;
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}
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const uint32 grid_id = t->CastToNPC()->GetGrid();
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const auto& l = GridEntriesRepository::GetWhere(
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content_db,
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fmt::format(
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"`zoneid` = {} AND `gridid` = {} ORDER BY `number`",
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zone->GetZoneID(),
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grid_id
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)
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);
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if (l.empty()) {
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c->Message(Chat::White, "No grid found.");
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return;
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}
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// Depop any grid nodes already spawned
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entity_list.DespawnGridNodes(grid_id);
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// Spawn grid nodes
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std::map<std::vector<float>, int32> zoffset;
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for (const auto& e : l) {
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glm::vec4 node_position = glm::vec4(e.x, e.y, e.z, e.heading);
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std::vector<float> node_loc{
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node_position.x,
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node_position.y,
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node_position.z
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};
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// If we already have a node at this location, set the z offset
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// higher from the existing one, so we can see it. Adjust so if
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// there is another at the same spot we adjust again.
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auto search = zoffset.find(node_loc);
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if (search != zoffset.end()) {
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search->second += 3;
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} else {
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zoffset[node_loc] = 0.0;
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}
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node_position.z += zoffset[node_loc];
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NPC::SpawnGridNodeNPC(node_position, grid_id, e.number, zoffset[node_loc]);
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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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"Spawning nodes for grid {}.",
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grid_id
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).c_str()
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);
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}
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}
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