Get rid of PlayerView. For good.

This commit is contained in:
Gent S
2020-11-17 18:16:16 -05:00
parent d2e776b672
commit 5cbb8538c0
12 changed files with 241 additions and 246 deletions

View File

@@ -622,7 +622,7 @@ void NPCManager::npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) {
}
void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = PlayerManager::getPlayer(sock);
// sanity check
if (Warps.find(warpId) == Warps.end())
return;
@@ -633,14 +633,14 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
// if warp requires you to be on a mission, it's gotta be a unique instance
if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
instanceID += ((uint64_t)plrv.plr->iIDGroup << 32); // upper 32 bits are leader ID
instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
ChunkManager::createInstance(instanceID);
}
if (plrv.plr->iID == plrv.plr->iIDGroup && plrv.plr->groupCnt == 1)
if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else {
Player* leaderPlr = PlayerManager::getPlayerFromID(plrv.plr->iIDGroup);
Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
for (int i = 0; i < leaderPlr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
@@ -659,11 +659,11 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
resp.iX = Warps[warpId].x;
resp.iY = Warps[warpId].y;
resp.iZ = Warps[warpId].z;
resp.iCandy = plrv.plr->money;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
plrv.currentChunks.clear();
plrv.plr->instanceID = INSTANCE_OVERWORLD;
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
plr->instanceID = INSTANCE_OVERWORLD;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
}
}