Update player visibility on skyway

This commit is contained in:
Gent 2020-09-17 09:22:06 -04:00
parent cb984c029b
commit 135424b855
1 changed files with 26 additions and 21 deletions

View File

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