use area instead of floor during map construction

This commit is contained in:
Martin Michelsen
2025-11-30 23:12:55 -08:00
parent 800c70c401
commit c482324a97
14 changed files with 250 additions and 193 deletions
+5 -3
View File
@@ -53,9 +53,11 @@ struct ProxySession {
std::shared_ptr<std::string> quest_dat_data;
std::shared_ptr<ItemCreator> item_creator;
std::shared_ptr<MapState> map_state;
// TODO: Be less lazy and track item IDs correctly in proxy games. (Then
// change this to use the actual client's next item ID, not this hardcoded
// default.)
std::shared_ptr<const std::string> last_bin_contents;
std::shared_ptr<const std::string> last_dat_contents;
// Note: We intentionally don't use the client's item ID space because the
// client may create items at the same time as the proxy, so server/client
// state could go out of sync
uint32_t next_item_id = 0x44000000;
struct PersistentConfig {