// Other initialization init_prop (); // initialize the prop init_ornamemtal (); // initialize the ornament init_monster_type_info (); // initialize the basic information of the monster. This is important. When loading the NPC, the basic information will be stored in m_monster_type_infos [mo_type_info.nbodyid] = mo_type_info. It seems that the combat simulator will also use these values (); // The specific area includes a security zone, a battle zone, and a stall zone... init_skill_info (); init_dropinfo () is also useful for initializing skill level information; init_player_droprule () is used for initializing monster drop information; init_pet_attribute () is initialized (); initialize the pet's level information // NPC loading m_spnpcmgr = newsp (npcmgr); // NPC loading, such as monster m_spnpc Mgr-> setft (m_sptimerfactory.get (); // share the timer in map to let the map thread drive. M_spnpcmgr-> Init (this); // you must first call the map m_spnpcmgr-> initnpc (); // evil (players have white names, red names, and gray names) m_spsinmgr.reset (New sinmgr); m_spsinmgr-> setft (m_sptimerfactory.get (); m_spsinmgr-> Init (this); // initialize the initmission (); // The two unknown m_sendbuffer = new char [1024*1000]; m_status_opt = new statusopt (this, m_sptimerfactory.get (); Start (); // enable the thread, driver timer running program void thrtransdata: Start () {m_thr.reset (new STD: thread (STD: BIND (& thrtransdata: thread, this )));}
Other gamemap Initialization