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https://github.com/OpenFusionProject/OpenFusion.git
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Update player visibility on skyway
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cb984c029b
commit
135424b855
@ -24,7 +24,7 @@ void TransportManager::transportRegisterLocationHandler(CNSocket* sock, CNPacket
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sP_CL2FE_REQ_REGIST_TRANSPORTATION_LOCATION* transport = (sP_CL2FE_REQ_REGIST_TRANSPORTATION_LOCATION*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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std::cout << "request to register transport, eTT " << transport->eTT << ", locID " << transport->iLocationID << ", npc " << transport->iNPC_ID << std::endl;
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//std::cout << "request to register transport, eTT " << transport->eTT << ", locID " << transport->iLocationID << ", npc " << transport->iNPC_ID << std::endl;
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if (transport->eTT == 1) { // S.C.A.M.P.E.R.
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if (transport->iLocationID < 1 || transport->iLocationID > 31) { // sanity check
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std::cout << "[WARN] S.C.A.M.P.E.R. location ID " << transport->iLocationID << " is out of bounds" << std::endl;
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@ -130,12 +130,13 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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* Not strictly necessary since there isn't a valid SCAMPER that puts you in the
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* same map tile you were already in, but we might as well force an NPC reload.
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*/
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plrv.viewable.clear();
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plrv.viewableNPCs.clear();
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_pair<int, int>(0, 0);
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break;
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case 2: // Monkey Skyway
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if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) // sanity check
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points = &SkywayPaths[route.mssRouteNum];
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SkywayQueue[sock] = SkywayPaths[route.mssRouteNum];
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else
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std::cout << "[WARN] MSS route " << route.mssRouteNum << " not pathed" << std::endl;
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break;
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@ -152,14 +153,6 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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resp.iY = plr->y;
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resp.iZ = plr->z;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_SUCC));
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PlayerView& plrv = PlayerManager::players[sock];
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_pair<int, int>(0, 0);
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if (points != nullptr) // check if skyway path set
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SkywayQueue[sock] = *points;
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}
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void TransportManager::tickSkywaySystem(CNServer* serv, time_t currTime) {
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@ -170,18 +163,26 @@ void TransportManager::tickSkywaySystem(CNServer* serv, time_t currTime) {
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while (it != SkywayQueue.end()) {
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std::queue<WarpLocation>* queue = &it->second;
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Player* plr = PlayerManager::getPlayer(it->first);
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if (plr == nullptr) {
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// sanity check
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it = SkywayQueue.erase(it); // remove player from tracking map + update iterator
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PlayerView& plr = PlayerManager::players[it->first];
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if (plr.plr == nullptr) {
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// pluck out dead queue + update iterator
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it = SkywayQueue.erase(it);
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continue;
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}
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else if (queue->empty()) {
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if (queue->empty()) {
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// send dismount packet
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INITSTRUCT(sP_FE2CL_REP_PC_RIDING_SUCC, rideSucc);
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rideSucc.iPC_ID = plr == nullptr ? 0 : plr->iID;
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INITSTRUCT(sP_FE2CL_PC_RIDING, rideBroadcast);
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rideSucc.iPC_ID = plr.plr->iID;
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rideSucc.eRT = 0;
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rideBroadcast.iPC_ID = plr.plr->iID;
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rideBroadcast.eRT = 0;
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it->first->sendPacket((void*)&rideSucc, P_FE2CL_REP_PC_RIDING_SUCC, sizeof(sP_FE2CL_REP_PC_RIDING_SUCC));
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// TODO: send packet to nearby players?
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// send packet to players in view (the client does NOT like this for some reason)
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for (CNSocket* otherSock : plr.viewable)
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otherSock->sendPacket((void*)&rideBroadcast, P_FE2CL_PC_RIDING, sizeof(sP_FE2CL_PC_RIDING));
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it = SkywayQueue.erase(it); // remove player from tracking map + update iterator
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}
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else {
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@ -189,12 +190,16 @@ void TransportManager::tickSkywaySystem(CNServer* serv, time_t currTime) {
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queue->pop(); // remove point from front of queue
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INITSTRUCT(sP_FE2CL_PC_BROOMSTICK_MOVE, bmstk);
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bmstk.iPC_ID = plr == nullptr ? 0 : plr->iID;
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bmstk.iPC_ID = plr.plr->iID;
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bmstk.iToX = point.x;
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bmstk.iToY = point.y;
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bmstk.iToZ = point.z;
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it->first->sendPacket((void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
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// TODO: send packet to nearby players?
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// set player location to point to get better view
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PlayerManager::updatePlayerPosition(it->first, point.x, point.y, point.z);
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// send packet to players in view
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for(CNSocket* otherSock : plr.viewable)
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otherSock->sendPacket((void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
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it++; // go to next entry in map
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}
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