diff --git a/server/gameserver/framedata.h b/server/gameserver/framedata.h index 54c2047..67897d0 100644 --- a/server/gameserver/framedata.h +++ b/server/gameserver/framedata.h @@ -19,6 +19,8 @@ class FrameData private: std::map new_objects; + std::map block_objects; + std::map loot_objects; std::map part_objects; std::set del_objects; std::set out_objects; diff --git a/server/gameserver/framemaker.cc b/server/gameserver/framemaker.cc index 8fc4ea4..31437ee 100644 --- a/server/gameserver/framemaker.cc +++ b/server/gameserver/framemaker.cc @@ -94,6 +94,8 @@ cs::SMUpdate* FrameMaker::MakeUpdateMsg(Human* hum) Room* room = hum->room; PreProcess(msg, room, hum, framedata); + SerializeLootObjects(msg, room, hum, framedata); + SerializeMapBlockObjects(msg, room, hum, framedata); SerializeNewObjects(msg, room, hum, framedata); SerializePartObjects(msg, room, hum, framedata); SerializeDelObjects(msg, room, hum, framedata); @@ -164,6 +166,16 @@ void FrameMaker::PostProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameDat } } +void FrameMaker::SerializeLootObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata) +{ + +} + +void FrameMaker::SerializeMapBlockObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata) +{ + +} + void FrameMaker::SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata) { if (!framedata->new_objects.empty()) { diff --git a/server/gameserver/framemaker.h b/server/gameserver/framemaker.h index dc07d21..5ad0e68 100644 --- a/server/gameserver/framemaker.h +++ b/server/gameserver/framemaker.h @@ -17,6 +17,8 @@ private: void PreProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); void PostProcess(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); + void SerializeLootObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); + void SerializeMapBlockObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); void SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); void SerializePartObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata); void SerializeDelObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);