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Solved Compilation error

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Maybe someone knows how to solve this problem?
I compile db , everything works, but when compiling game, a similar error appears

111.png
 
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Maybe someone knows how to solve this problem?
I compile db , everything works, but when compiling game, a similar error appears

111.png

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Forum description : Metin2 private server, Metin2 download, Metin2 support, Metin2 Forum, Metin2 Pvp Servers, Errors, Bugs, Requests, Metin2 Pvp Forum, Everything About Metin2.
 
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Search in BettleArea.cpp
tr1/unordered_map
no mention of unordered_map
Rich (BB code):
#include "stdafx.h"
#include "constants.h"
#include "BattleArena.h"
#include "start_position.h"
#include "char_manager.h"
#include "char.h"
#include "sectree_manager.h"
#include "regen.h"
#include "questmanager.h"

extern int passes_per_sec;
extern int test_server;

CBattleArena::CBattleArena()
    : m_pEvent(NULL),
    m_status(STATUS_CLOSE),
    m_nMapIndex(0),
    m_nEmpire(0),
    m_bForceEnd(false)
{
}

bool CBattleArena::IsRunning()
{
    return m_status == STATUS_CLOSE ? false : true;
}

bool CBattleArena::IsBattleArenaMap(int nMapIndex)
{
    if (nMapIndex == nBATTLE_ARENA_MAP[1] ||
        nMapIndex == nBATTLE_ARENA_MAP[2] ||
        nMapIndex == nBATTLE_ARENA_MAP[3])
    {
        return true;
    }

    return false;
}

struct FWarpToHome
{
    void operator() (LPENTITY ent)
    {
        if (ent->IsType(ENTITY_CHARACTER) == true)
        {
            LPCHARACTER lpChar = (LPCHARACTER)ent;

            if (lpChar->IsPC() == true)
            {
                if (!test_server)
                {
                    if (lpChar->GetGMLevel() != GM_PLAYER) return;
                }

                int nEmpire, nMapIndex, x, y;

                nEmpire = lpChar->GetEmpire();
                nMapIndex = EMPIRE_START_MAP(nEmpire);
                x = EMPIRE_START_X(nEmpire);
                y = EMPIRE_START_Y(nEmpire);

                lpChar->WarpSet(x, y, nMapIndex);
            }
        }
    }
};

void CBattleArena::SetStatus(BATTLEARENA_STATUS status)
{
    m_status = status;
}

EVENTINFO(SBattleArenaInfo)
{
    int nEmpire;
    int nMapIndex;
    int state;
    int wait_count;

    SBattleArenaInfo()
        : nEmpire(0)
        , nMapIndex(0)
        , state(0)
        , wait_count(0)
    {
    }
};

EVENTFUNC(battle_arena_event)
{
    SBattleArenaInfo* pInfo = dynamic_cast<SBattleArenaInfo*>(event->info);

    if (pInfo == NULL)
    {
        return 0;  // cancel immediately
    }

    if (pInfo != NULL)
    {
        switch (pInfo->state)
        {
        case 0:
        {
            ++pInfo->state;
            BroadcastNotice(LC_TEXT("몬스터들의 공격까지 5분 남았습니다!!!"));
        }
        return test_server ? PASSES_PER_SEC(60) : PASSES_PER_SEC(60 * 4);

        case 1:
        {
            ++pInfo->state;
            BroadcastNotice(LC_TEXT("몬스터들의 공격까지 1분 남았습니다!!!"));
        }
        return test_server ? PASSES_PER_SEC(10) : PASSES_PER_SEC(60);

        case 2:
        {
            ++pInfo->state;
            pInfo->wait_count = 0;

            quest::CQuestManager::instance().RequestSetEventFlag("battle_arena", 0);
            BroadcastNotice(LC_TEXT("몬스터들이 성을 공격하기 시작했습니다."));

            LPSECTREE_MAP sectree = SECTREE_MANAGER::instance().GetMap(pInfo->nMapIndex);

            if (sectree != NULL)
            {
                std::string strMap = LocaleService_GetMapPath();
                if (pInfo->nEmpire > 0)
                {
                    strMap += strRegen[pInfo->nEmpire];

                    regen_do(strMap.c_str(), pInfo->nMapIndex, sectree->m_setting.iBaseX, sectree->m_setting.iBaseY, NULL, false);
                }
            }
        }
        return test_server ? PASSES_PER_SEC(60 * 1) : PASSES_PER_SEC(60 * 5);

        case 3:
        {
            if (SECTREE_MANAGER::instance().GetMonsterCountInMap(pInfo->nMapIndex) <= 0)
            {
                pInfo->state = 6;
                SendNoticeMap(LC_TEXT("중앙 제단에 악의 기운이 모여듭니다."), pInfo->nMapIndex, false);
            }
            else
            {
                pInfo->wait_count++;

                if (pInfo->wait_count >= 5)
                {
                    pInfo->state++;
                    SendNoticeMap(LC_TEXT("몬스터들이 물러갈 조짐을 보입니다."), pInfo->nMapIndex, false);
                }
                else
                {
                    CBattleArena::instance().SpawnRandomStone();
                }
            }
        }
        return test_server ? PASSES_PER_SEC(60) : PASSES_PER_SEC(60 * 5);

        case 4:
        {
            pInfo->state++;
            SendNoticeMap(LC_TEXT("몬스터들이 물러가기 시작했습니다."), pInfo->nMapIndex, false);
            SendNoticeMap(LC_TEXT("잠시 후 마을로 돌아갑니다."), pInfo->nMapIndex, false);

            SECTREE_MANAGER::instance().PurgeMonstersInMap(pInfo->nMapIndex);
        }
        return PASSES_PER_SEC(30);

        case 5:
        {
            LPSECTREE_MAP sectree = SECTREE_MANAGER::instance().GetMap(pInfo->nMapIndex);

            if (sectree != NULL)
            {
                struct FWarpToHome f;
                sectree->for_each(f);
            }

            CBattleArena::instance().End();
        }
        return 0;

        case 6:
        {
            pInfo->state++;
            pInfo->wait_count = 0;

            SendNoticeMap(LC_TEXT("몬스터들의 대장이 나타났습니다."), pInfo->nMapIndex, false);
            SendNoticeMap(LC_TEXT("30분 내로 귀목령주를 물리쳐주세요."), pInfo->nMapIndex, false);

            CBattleArena::instance().SpawnLastBoss();
        }
        return test_server ? PASSES_PER_SEC(60) : PASSES_PER_SEC(60 * 5);

        case 7:
        {
            if (SECTREE_MANAGER::instance().GetMonsterCountInMap(pInfo->nMapIndex) <= 0)
            {
                SendNoticeMap(LC_TEXT("귀목령주와 그의 부하들을 모두 물리쳤습니다."), pInfo->nMapIndex, false);
                SendNoticeMap(LC_TEXT("잠시 후 마을로 돌아갑니다."), pInfo->nMapIndex, false);

                pInfo->state = 5;

                return PASSES_PER_SEC(60);
            }

            pInfo->wait_count++;

            if (pInfo->wait_count >= 6)
            {
                SendNoticeMap(LC_TEXT("귀목령주가 퇴각하였습니다."), pInfo->nMapIndex, false);
                SendNoticeMap(LC_TEXT("잠시 후 마을로 돌아갑니다."), pInfo->nMapIndex, false);

                SECTREE_MANAGER::instance().PurgeMonstersInMap(pInfo->nMapIndex);
                SECTREE_MANAGER::instance().PurgeStonesInMap(pInfo->nMapIndex);

                pInfo->state = 5;

                return PASSES_PER_SEC(60);
            }
            else
            {
                CBattleArena::instance().SpawnRandomStone();
            }
        }
        return test_server ? PASSES_PER_SEC(60) : PASSES_PER_SEC(60 * 5);
        }
    }

    return 0;
}

bool CBattleArena::Start(int nEmpire)
{
    if (m_status != STATUS_CLOSE) return false;
    if (nEmpire < 1 || nEmpire > 3) return false;

    m_nMapIndex = nBATTLE_ARENA_MAP[nEmpire];
    m_nEmpire = nEmpire;

    char szBuf[1024];
    snprintf(szBuf, sizeof(szBuf), LC_TEXT("%s의 성으로 몬스터들이 진군하고 있습니다."), EMPIRE_NAME(m_nEmpire));
    BroadcastNotice(szBuf);
    BroadcastNotice(LC_TEXT("10분 뒤 성을 공격할 예정입니다."));

    if (m_pEvent != NULL) {
        event_cancel(&m_pEvent);
    }

    SBattleArenaInfo* info = AllocEventInfo<SBattleArenaInfo>();

    info->nMapIndex = m_nMapIndex;
    info->nEmpire = m_nEmpire;
    info->state = 0;
    info->wait_count = 0;

    m_pEvent = event_create(battle_arena_event, info, test_server ? PASSES_PER_SEC(60) : PASSES_PER_SEC(5 * 60));

    SetStatus(STATUS_BATTLE);

    quest::CQuestManager::instance().RequestSetEventFlag("battle_arena", m_nMapIndex);

    return true;
}

void CBattleArena::End()
{
    if (m_pEvent != NULL) {
        event_cancel(&m_pEvent);
    }
    m_bForceEnd = false;
    m_nMapIndex = 0;
    m_nEmpire = 0;
    m_status = STATUS_CLOSE;

    quest::CQuestManager::instance().RequestSetEventFlag("battle_arena", 0);
}

void CBattleArena::ForceEnd()
{
    if (m_bForceEnd == true) return;

    m_bForceEnd = true;

    if (m_pEvent != NULL) {
        event_cancel(&m_pEvent);
    }

    SBattleArenaInfo* info = AllocEventInfo<SBattleArenaInfo>();

    info->nMapIndex = m_nMapIndex;
    info->nEmpire = m_nEmpire;
    info->state = 3;

    event_create(battle_arena_event, info, PASSES_PER_SEC(5));
}

void CBattleArena::SpawnRandomStone()
{
    static const DWORD vnum[7] = { 8012, 8013, 8014, 8024, 8025, 8026, 8027 };

    static const int region_info[3][4] = {
        {688900, 247600, 692700, 250000},
        {740200, 251000, 744200, 247700},
        {791400, 250900, 795900, 250400} };

    int idx = m_nMapIndex - 190;
    if (idx < 0 || idx >= 3) return;

    CHARACTER_MANAGER::instance().SpawnMobRange(
        vnum[number(0, 6)],
        m_nMapIndex,
        region_info[idx][0], region_info[idx][1], region_info[idx][2], region_info[idx][3],
        false, true);
}

void CBattleArena::SpawnLastBoss()
{
    static const DWORD vnum = 8616;

    static const int position[3][2] = {
        { 691000, 248900 },
        { 742300, 249000 },
        { 793600, 249300 } };

    int idx = m_nMapIndex - 190;
    if (idx < 0 || idx >= 3) return;

    CHARACTER_MANAGER::instance().SpawnMob(vnum, m_nMapIndex, position[idx][0], position[idx][1], 0);
}
 
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