Fix #205 - if a player times out a race, warp them back to the start

This commit is contained in:
CakeLancelot 2021-04-25 02:40:36 -05:00
parent f0e21b5051
commit aa028392f0
3 changed files with 21 additions and 15 deletions

View File

@ -371,21 +371,6 @@ static void exitGame(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(response, P_FE2CL_REP_PC_EXIT_SUCC);
}
static WarpLocation* getRespawnPoint(Player *plr) {
WarpLocation* best = nullptr;
uint32_t curDist, bestDist = UINT32_MAX;
for (auto& targ : NPCManager::RespawnPoints) {
curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
if (curDist < bestDist && targ.instanceID == MAPNUM(plr->instanceID)) { // only mapNum needs to match
best = &targ;
bestDist = curDist;
}
}
return best;
}
static void revivePlayer(CNSocket* sock, CNPacketData* data) {
Player *plr = getPlayer(sock);
WarpLocation* target = getRespawnPoint(plr);
@ -673,6 +658,21 @@ CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string fir
return nullptr;
}
WarpLocation *PlayerManager::getRespawnPoint(Player *plr) {
WarpLocation* best = nullptr;
uint32_t curDist, bestDist = UINT32_MAX;
for (auto& targ : NPCManager::RespawnPoints) {
curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
if (curDist < bestDist && targ.instanceID == MAPNUM(plr->instanceID)) { // only mapNum needs to match
best = &targ;
bestDist = curDist;
}
}
return best;
}
#pragma endregion
void PlayerManager::init() {

View File

@ -31,6 +31,7 @@ namespace PlayerManager {
CNSocket *getSockFromID(int32_t iID);
CNSocket *getSockFromName(std::string firstname, std::string lastname);
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
WarpLocation *getRespawnPoint(Player *plr);
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);

View File

@ -58,10 +58,15 @@ static void racingCancel(CNSocket* sock, CNPacketData* data) {
if (EPRaces.find(sock) == EPRaces.end())
return; // race not found
Player* plr = PlayerManager::getPlayer(sock);
EPRaces.erase(sock);
INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp);
sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC);
// we have to teleport the player back after this, otherwise they are unable to move
WarpLocation* respawnLoc = PlayerManager::getRespawnPoint(plr);
PlayerManager::sendPlayerTo(sock, respawnLoc->x, respawnLoc->y, respawnLoc->z, respawnLoc->instanceID);
}
static void racingEnd(CNSocket* sock, CNPacketData* data) {