l2-unlegits/l2ooghelper/NpcArray.cpp
2012-02-01 05:25:08 +00:00

226 lines
4.7 KiB
C++

#include "stdafx.h"
#include "Logger.h"
#include "NpcArray.h"
void NpcArray::Init()
{
npcArray_updateHWND = NULL;
npcArray_updateMSG = 0;
npcArray_count = 0;
InitializeCriticalSection( &cs_npcs_array );
int i;
for( i=0; i<NPCA_MAX_NPCS; i++ ) npcs_array[i] = new L2Npc();
}
void NpcArray::Free()
{
Lock();
int i;
for( i=0; i<NPCA_MAX_NPCS; i++ )
{
if( npcs_array[i] != NULL )
{
delete npcs_array[i];
npcs_array[i] = NULL;
}
}
npcArray_count = 0;
Unlock();
DeleteCriticalSection( &cs_npcs_array );
}
int NpcArray::AddNpcInfo( L2Npc *pNpcInfo )
{
Lock();
// Add new npc info
int idx = FindFreeIndex();
if( idx == -1 )
{
Unlock();
return -1;
}
if( !npcs_array[idx] ) npcs_array[idx] = new L2Npc();
if( !npcs_array[idx] )
{
Unlock();
return -1;
}
memcpy( npcs_array[idx], pNpcInfo, sizeof(class L2Npc) );
npcArray_count++;
Unlock();
PostUpdateMessage();
//log_error( LOG_OK, "NpcArray: Added new[%d]: [%S] [%S] (%d,%d,%d) tpml %u, oid %u\n",
// idx,
// name, title, x,y,z, templateID, objectID );
return idx;
}
void NpcArray::UpdateNpcInfo( int idx, L2Npc *pNpcInfo )
{
Lock();
// update info on existing NPC
if( !npcs_array[idx] )
{
log_error( LOG_ERROR, "NpcArray_UpdateNpcInfo(): idx[%d] is free!\n", idx );
// try to allocate!
npcs_array[idx] = new L2Npc();
if( !npcs_array[idx] )
{
Unlock();
return;
}
}
if( npcs_array[idx]->isUnused() ) log_error( LOG_ERROR, "NpcArray_UpdateNpcInfo(): idx[%d] is unused!\n", idx );
// save old move vectors (since by default unused NpcInfo is not moving)
int xDst = npcs_array[idx]->xDst;
int yDst = npcs_array[idx]->yDst;
int zDst = npcs_array[idx]->zDst;
//
memcpy( npcs_array[idx], pNpcInfo, sizeof(class L2Npc) );
// restore old move vectors (since by default unused NpcInfo is not moving)
npcs_array[idx]->xDst = xDst;
npcs_array[idx]->yDst = yDst;
npcs_array[idx]->zDst = zDst;
//
Unlock();
PostUpdateMessage();
//log_error( LOG_OK, "NpcArray: Updated[%d]: [%S] [%S] (%d,%d,%d) tpml %u, oid %u\n",
// idx,
// name, title, x,y,z, templateID, objectID );
}
/*void NpcArray::DelNPC( unsigned int objectID )
{
Lock();
int idx = FindNPCByObjectID( objectID );
if( idx == -1 )
{
Unlock();
return;
}
if( npcs_array[idx] )
{
npcs_array[idx]->setUnused();
}
//log_error( LOG_OK, "NpcArray: deleted " );
Unlock();
}*/
void NpcArray::DelNPCByArrayIdx( int idx )
{
if( idx<0 || (idx>=NPCA_MAX_NPCS) ) return;
Lock();
if( npcs_array[idx] )
{
npcs_array[idx]->setUnused();
npcArray_count--;
//log_error( LOG_OK, "NpcArray: deleted npc %u from index OK\n", objectID, idx );
}
Unlock();
PostUpdateMessage();
}
void NpcArray::DeleteAll()
{
Lock();
int i;
for( i=0; i<NPCA_MAX_NPCS; i++ )
{
npcs_array[i]->setUnused();
}
npcArray_count = 0;
Unlock();
PostUpdateMessage();
}
void NpcArray::Lock()
{
EnterCriticalSection( &cs_npcs_array );
}
void NpcArray::Unlock()
{
LeaveCriticalSection( &cs_npcs_array );
}
int NpcArray::FindNPCByObjectID( unsigned int objectID )
{
int ret = -1;
int i;
Lock();
for( i=0; i<NPCA_MAX_NPCS; i++ )
{
if( npcs_array[i] == NULL ) continue;
if( npcs_array[i]->objectID == objectID )
{
ret = i;
break;
}
}
Unlock();
return ret;
}
int NpcArray::FindFreeIndex()
{
int i;
Lock();
for( i=0; i<NPCA_MAX_NPCS; i++ )
{
if( npcs_array[i] == NULL )
{
npcs_array[i] = new L2Npc(); // allocate new
npcs_array[i]->setUnused(); // and set as unused
Unlock();
return i;
}
if( npcs_array[i]->isUnused() )
{
Unlock();
return i;
}
}
Unlock();
log_error( LOG_ERROR, "NpcArray_FindFreeIndex(): canot find free index, limit is %d!\n", NPCA_MAX_NPCS );
return -1;
}
void NpcArray::SetUpdateCommand( HWND hWnd, UINT uMsg )
{
npcArray_updateHWND = hWnd;
npcArray_updateMSG = uMsg;
}
void NpcArray::PostUpdateMessage()
{
if( !npcArray_updateHWND ) return;
if( npcArray_updateMSG < WM_USER ) return;
PostMessage( npcArray_updateHWND, npcArray_updateMSG, 0, 0 );
}
void NpcArray::DisplayToConsole()
{
int i = 0;
unsigned int nDisplayed = 0;
log_error( LOG_USERAI, "=== NPCs: %d ===\n", npcArray_count );
if( npcArray_count > 0 )
{
Lock();
for( i=0; i<NPCA_MAX_NPCS; i++ )
{
if( npcs_array[i]->isUnused() )
log_error( LOG_USERAI, "NPC: %2d: <unused>\n", i );
else
{
log_error( LOG_USERAI, "NPC: %2d: %u [%S] [%S]\n", i,
npcs_array[i]->templateID,
npcs_array[i]->charName, npcs_array[i]->charTitle );
nDisplayed++;
}
if( nDisplayed >= npcArray_count ) break;
}
Unlock();
}
log_error( LOG_USERAI, "=== NPCs End ===\n" );
}