Experimental chunk refactor.

This commit is contained in:
Gent S 2020-11-17 19:07:04 -05:00
parent 5cbb8538c0
commit e50a4c2edd
12 changed files with 441 additions and 529 deletions

View File

@ -232,7 +232,7 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
@ -251,7 +251,7 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle);
}
ChatManager::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
@ -262,7 +262,8 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(*plr->currentChunks, plr->x, plr->y, plr->z);
std::vector<Chunk*> chunks; // TODO
BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
@ -318,7 +319,8 @@ void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket*
void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(*plr->currentChunks, plr->x, plr->y, plr->z);
std::vector<Chunk*> chunks; // TODO
BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
@ -326,11 +328,11 @@ void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket
}
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
@ -385,7 +387,8 @@ void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSock
return;
}
BaseNPC* npc = NPCManager::getNearestNPC(*plr->currentChunks, plr->x, plr->y, plr->z);
std::vector<Chunk*> chunks; // TODO
BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "[NPCI] No NPCs found nearby");
@ -402,7 +405,7 @@ void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSock
ChatManager::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
NPCManager::updateNPCInstance(npc->appearanceData.iNPC_ID, instance);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, instance, npc->appearanceData.iAngle);
}
void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -492,7 +495,7 @@ void eggCommand(std::string full, std::vector<std::string>& args, CNSocket* sock
Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
NPCManager::NPCs[id] = egg;
NPCManager::Eggs[id] = egg;
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID);
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
// add to template
TableData::RunningEggs[id] = egg;

View File

@ -9,6 +9,11 @@ std::map<ChunkPos, Chunk*> ChunkManager::chunks;
void ChunkManager::init() {} // stubbed
void ChunkManager::newChunk(ChunkPos pos) {
if (chunkExists(pos)) {
std::cout << "[WARN] Tried to create a chunk that already exists\n";
return;
}
Chunk *chunk = new Chunk();
chunk->players = std::set<CNSocket*>();
@ -17,158 +22,340 @@ void ChunkManager::newChunk(ChunkPos pos) {
chunks[pos] = chunk;
}
void ChunkManager::populateNewChunk(Chunk* chunk, ChunkPos pos) {// add the new chunk to every player and mob that's near it
for (Chunk *c : grabChunks(pos)) {
if (c == chunk)
continue;
void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
Player* plr = PlayerManager::getPlayer(sock);
for (CNSocket *s : c->players)
PlayerManager::getPlayer(s)->currentChunks->push_back(chunk);
// if the new chunk doesn't exist, make it first
if (!ChunkManager::chunkExists(to))
newChunk(to);
for (int32_t id : c->NPCs)
NPCManager::NPCs[id]->currentChunks.push_back(chunk);
}
// move to other chunk's player set
untrackPlayer(from, sock); // this will delete the chunk if it's empty
trackPlayer(to, sock);
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
std::set<Chunk*> newViewables = getViewableChunks(to);
std::set<Chunk*> toExit, toEnter;
/*
* Calculate diffs. This is done to prevent phasing on chunk borders.
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
*/
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
// update views
removePlayerFromChunks(toExit, sock);
addPlayerToChunks(toEnter, sock);
}
void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
ChunkPos pos = grabChunk(posX, posY, instanceID);
void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
BaseNPC* npc = NPCManager::NPCs[id];
bool newChunkUsed = false;
// if the new chunk doesn't exist, make it first
if (!ChunkManager::chunkExists(to))
newChunk(to);
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
newChunk(pos);
newChunkUsed = true;
// move to other chunk's player set
untrackNPC(from, id); // this will delete the chunk if it's empty
trackNPC(to, id);
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
std::set<Chunk*> newViewables = getViewableChunks(to);
std::set<Chunk*> toExit, toEnter;
/*
* Calculate diffs. This is done to prevent phasing on chunk borders.
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
*/
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
// update views
removeNPCFromChunks(toExit, id);
addNPCToChunks(toEnter, id);
}
Chunk* chunk = chunks[pos];
void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
if (newChunkUsed)
NPCManager::NPCs[id]->currentChunks.push_back(chunk);
chunk->NPCs.insert(id);
// we must update other players after the NPC is added to chunk
if (newChunkUsed)
populateNewChunk(chunk, pos);
chunks[chunkPos]->players.insert(sock);
}
void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
ChunkPos pos = grabChunk(posX, posY, instanceID);
void ChunkManager::trackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
bool newChunkUsed = false;
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
newChunk(pos);
newChunkUsed = true;
chunks[chunkPos]->NPCs.insert(id);
}
Chunk* chunk = chunks[pos];
if (newChunkUsed)
PlayerManager::getPlayer(sock)->currentChunks->push_back(chunk);
chunk->players.insert(sock);
// we must update other players after this player is added to chunk
if (newChunkUsed)
populateNewChunk(chunk, pos);
}
bool ChunkManager::removePlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
void ChunkManager::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->players.erase(sock); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
chunks.erase(chunkPos); // remove from map
delete chunk; // free from memory
}
}
// the chunk we left was not destroyed
return false;
}
bool ChunkManager::removeNPC(ChunkPos chunkPos, int32_t id) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
void ChunkManager::untrackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->NPCs.erase(id); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
chunks.erase(chunkPos); // remove from map
delete chunk; // free from memory
}
}
// the chunk we left was not destroyed
return false;
void ChunkManager::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
for (Chunk* chunk : chnks) {
// add npcs
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->appearanceData.iHP <= 0)
continue;
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
break;
}
}
void ChunkManager::destroyChunk(ChunkPos chunkPos) {
if (!checkChunk(chunkPos))
// add players
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue; // that's us :P
Player* otherPlr = PlayerManager::getPlayer(otherSock);
Player* plr = PlayerManager::getPlayer(sock);
newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr->HP;
newPlayer.PCAppearanceData.iLv = plr->level;
newPlayer.PCAppearanceData.iX = plr->x;
newPlayer.PCAppearanceData.iY = plr->y;
newPlayer.PCAppearanceData.iZ = plr->z;
newPlayer.PCAppearanceData.iAngle = plr->angle;
newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
newPlayer.PCAppearanceData.iPCState = plr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr->iID;
newPlayer.PCAppearanceData.iHP = otherPlr->HP;
newPlayer.PCAppearanceData.iLv = otherPlr->level;
newPlayer.PCAppearanceData.iX = otherPlr->x;
newPlayer.PCAppearanceData.iY = otherPlr->y;
newPlayer.PCAppearanceData.iZ = otherPlr->z;
newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
}
}
}
void ChunkManager::addNPCToChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = npc->appearanceData;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
}
}
break;
}
}
void ChunkManager::removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
// for chunks that need the player to be removed from
for (Chunk* chunk : chnks) {
// remove NPCs from view
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
break;
}
}
// remove players from eachother's views
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue; // that's us :P
exitPlayer.iID = PlayerManager::getPlayer(sock)->iID;
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPlayer.iID = PlayerManager::getPlayer(otherSock)->iID;
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
}
}
void ChunkManager::removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
// remove it from the clients
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
}
}
break;
}
}
void ChunkManager::emptyChunk(ChunkPos chunkPos) {
if (!chunkExists(chunkPos)) {
std::cout << "[WARN] Tried to empty chunk that doesn't exist\n";
return; // chunk doesn't exist, we don't need to do anything
}
Chunk* chunk = chunks[chunkPos];
if (chunk->players.size() > 0) {
std::cout << "[WARN] Tried to empty chunk that still had players\n";
return; // chunk doesn't exist, we don't need to do anything
}
// unspawn all of the mobs/npcs
std::set npcIDs(chunk->NPCs);
for (uint32_t id : npcIDs) {
// every call of this will check if the chunk is empty and delete it if so
NPCManager::destroyNPC(id);
}
// we also need to remove it from all NPCs/Players views
for (Chunk* otherChunk : grabChunks(chunkPos)) {
if (otherChunk == chunk)
continue;
// remove from NPCs
for (uint32_t id : otherChunk->NPCs) {
if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
}
}
// remove from players
for (CNSocket* sock : otherChunk->players) {
Player* plr = PlayerManager::getPlayer(sock);
if (std::find(plr->currentChunks->begin(), plr->currentChunks->end(), chunk) != plr->currentChunks->end()) {
plr->currentChunks->erase(std::remove(plr->currentChunks->begin(), plr->currentChunks->end(), chunk), plr->currentChunks->end());
}
}
}
assert(chunk->players.size() == 0);
// remove from the map
chunks.erase(chunkPos);
delete chunk;
}
bool ChunkManager::checkChunk(ChunkPos chunk) {
bool ChunkManager::chunkExists(ChunkPos chunk) {
return chunks.find(chunk) != chunks.end();
}
ChunkPos ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
ChunkPos ChunkManager::chunkPosAt(int posX, int posY, uint64_t instanceID) {
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
}
std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
std::vector<Chunk*> chnks;
chnks.reserve(9);
std::set<Chunk*> ChunkManager::getViewableChunks(ChunkPos chunk) {
std::set<Chunk*> chnks;
int x, y;
uint64_t inst;
@ -179,38 +366,15 @@ std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
for (int z = -1; z < 2; z++) {
ChunkPos pos = std::make_tuple(x+i, y+z, inst);
// if chunk exists, add it to the vector
if (checkChunk(pos))
chnks.push_back(chunks[pos]);
// if chunk exists, add it to the set
if (chunkExists(pos))
chnks.insert(chunks[pos]);
}
}
return chnks;
}
// returns the chunks that aren't shared (only from from)
std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to) {
std::vector<Chunk*> delta;
for (Chunk* i : from) {
bool found = false;
// search for it in the other array
for (Chunk* z : to) {
if (i == z) {
found = true;
break;
}
}
// add it to the vector if we didn't find it!
if (!found)
delta.push_back(i);
}
return delta;
}
/*
* inefficient algorithm to get all chunks from a specific instance
*/
@ -227,8 +391,7 @@ std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
}
bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
auto nearbyChunks = ChunkManager::grabChunks(chunk);
auto nearbyChunks = ChunkManager::getViewableChunks(chunkPosAt(posX, posY, instanceID));
for (Chunk *c: nearbyChunks) {
if (!c->players.empty())
@ -258,7 +421,10 @@ void ChunkManager::createInstance(uint64_t instanceID) {
instanceID, baseNPC->appearanceData.iNPCType, newID);
NPCManager::NPCs[newID] = newNPC;
}
NPCManager::updateNPCInstance(newID, instanceID); // make sure the npc state gets updated
NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
instanceID, baseNPC->appearanceData.iAngle);
// force chunk update
updateNPCChunk(newID, {0, 0, 0}, chunkPosAt(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, instanceID));
}
}
} else {
@ -271,7 +437,7 @@ void ChunkManager::destroyInstance(uint64_t instanceID) {
std::vector<ChunkPos> instanceChunks = ChunkManager::getChunksInMap(instanceID);
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
for (ChunkPos& coords : instanceChunks) {
destroyChunk(coords);
emptyChunk(coords);
}
}

View File

@ -4,10 +4,10 @@
#include "CNStructs.hpp"
#include <utility>
#include <vector>
#include <set>
#include <map>
#include <tuple>
#include <algorithm>
class Chunk {
public:
@ -28,19 +28,27 @@ namespace ChunkManager {
extern std::map<ChunkPos, Chunk*> chunks;
void newChunk(ChunkPos pos);
void populateNewChunk(Chunk* chunk, ChunkPos pos);
void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
bool removePlayer(ChunkPos chunkPos, CNSocket* sock);
bool removeNPC(ChunkPos chunkPos, int32_t id);
bool checkChunk(ChunkPos chunk);
void destroyChunk(ChunkPos chunkPos);
ChunkPos grabChunk(int posX, int posY, uint64_t instanceID);
std::vector<Chunk*> grabChunks(ChunkPos chunkPos);
std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
void trackNPC(ChunkPos chunkPos, int32_t id);
void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
void untrackNPC(ChunkPos chunkPos, int32_t id);
void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
bool chunkExists(ChunkPos chunk);
void emptyChunk(ChunkPos chunkPos);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
void createInstance(uint64_t);
void destroyInstance(uint64_t);
void destroyInstanceIfEmpty(uint64_t);

View File

@ -554,7 +554,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y,std::min(distance-(int)mob->data["m_iAtkRange"]+1, speed*2/5));
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ);
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
@ -1115,7 +1115,8 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
CNSocket *closest = nullptr;
int closestDistance = INT_MAX;
for (Chunk *chunk : mob->currentChunks) {
std::set<Chunk*> chunks = ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(mob->appearanceData.iX, mob->appearanceData.iY, mob->instanceID));
for (Chunk *chunk : chunks) {
for (CNSocket *s : chunk->players) {
Player *plr = s->plr;

View File

@ -24,8 +24,6 @@ public:
appearanceData.iNPC_ID = id;
instanceID = iID;
chunkPos = std::make_tuple(0, 0, instanceID);
};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
npcClass = classType;

View File

@ -54,90 +54,6 @@ void NPCManager::init() {
REGISTER_SHARD_TIMER(eggStep, 1000);
}
void NPCManager::removeNPC(std::vector<Chunk*> viewableChunks, int32_t id) {
BaseNPC* npc = NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
// remove it from the clients
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
}
}
break;
}
}
void NPCManager::addNPC(std::vector<Chunk*> viewableChunks, int32_t id) {
BaseNPC* npc = NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = npc->appearanceData;
for (Chunk* chunk : viewableChunks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
}
}
break;
}
}
void NPCManager::destroyNPC(int32_t id) {
// sanity check
if (NPCs.find(id) == NPCs.end()) {
@ -146,19 +62,19 @@ void NPCManager::destroyNPC(int32_t id) {
}
BaseNPC* entity = NPCs[id];
ChunkPos chunkPos = ChunkManager::chunkPosAt(entity->appearanceData.iX, entity->appearanceData.iY, entity->instanceID);
// sanity check
if (ChunkManager::chunks.find(entity->chunkPos) == ChunkManager::chunks.end()) {
if (!ChunkManager::chunkExists(chunkPos)) {
std::cout << "chunk not found!" << std::endl;
return;
}
// remove NPC from the chunk
Chunk* chunk = ChunkManager::chunks[entity->chunkPos];
chunk->NPCs.erase(id);
ChunkManager::untrackNPC(chunkPos, id);
// remove from viewable chunks
removeNPC(entity->currentChunks, id);
ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(chunkPos), id);
// remove from mob manager
if (MobManager::Mobs.find(id) != MobManager::Mobs.end())
@ -173,58 +89,23 @@ void NPCManager::destroyNPC(int32_t id) {
delete entity;
}
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, int angle) {
NPCs[id]->appearanceData.iAngle = angle;
updateNPCPosition(id, X, Y, Z);
}
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id];
npc->appearanceData.iAngle = angle;
ChunkPos oldChunk = ChunkManager::chunkPosAt(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID);
ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
npc->appearanceData.iX = X;
npc->appearanceData.iY = Y;
npc->appearanceData.iZ = Z;
ChunkPos newPos = ChunkManager::grabChunk(X, Y, npc->instanceID);
// nothing to be done (but we should also update currentChunks to add/remove stale chunks)
if (newPos == npc->chunkPos) {
npc->currentChunks = ChunkManager::grabChunks(newPos);
return;
}
ChunkManager::addNPC(X, Y, npc->instanceID, id);
std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
// send npc exit to stale chunks
removeNPC(ChunkManager::getDeltaChunks(npc->currentChunks, allChunks), id);
// send npc enter to new chunks
addNPC(ChunkManager::getDeltaChunks(allChunks, npc->currentChunks), id);
Chunk *chunk = nullptr;
if (ChunkManager::checkChunk(npc->chunkPos))
chunk = ChunkManager::chunks[npc->chunkPos];
if (ChunkManager::removeNPC(npc->chunkPos, id)) {
// if the old chunk was deallocated, remove it
allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
}
npc->chunkPos = newPos;
npc->currentChunks = allChunks;
}
void NPCManager::updateNPCInstance(int32_t npcID, uint64_t instanceID) {
BaseNPC* npc = NPCs[npcID];
npc->instanceID = instanceID;
updateNPCPosition(npcID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ);
npc->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
ChunkManager::updateNPCChunk(id, oldChunk, newChunk);
}
void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
for (Chunk *chunk : npc->currentChunks) {
std::set<Chunk*> chunks = ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID));
for (Chunk *chunk : chunks) {
for (CNSocket *s : chunk->players) {
s->sendPacket(buf, type, size);
}
@ -602,7 +483,9 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
} else
NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, 0, plr->instanceID, req->iNPCType, id);
updateNPCPosition(id, plr->x, plr->y, plr->z);
updateNPCPosition(id, plr->x, plr->y, plr->z, plr->instanceID, 0);
// force chunk update
ChunkManager::updateNPCChunk(id, { 0, 0, 0 }, ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
}
}
@ -661,10 +544,9 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
resp.iZ = Warps[warpId].z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
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));
PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
}
}
@ -844,7 +726,9 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
egg.second->dead = false;
egg.second->deadUntil = 0;
egg.second->appearanceData.iHP = 400;
addNPC(egg.second->currentChunks, egg.first);
ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(egg.second->appearanceData.iX, egg.second->appearanceData.iY, egg.second->instanceID)),
egg.first);
}
}
@ -1012,7 +896,8 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
if (egg->summoned)
destroyNPC(eggId);
else {
removeNPC(egg->currentChunks, eggId);
ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(egg->appearanceData.iX, egg->appearanceData.iY, egg->instanceID)),
eggId);
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;

View File

@ -47,12 +47,8 @@ namespace NPCManager {
extern int32_t nextId;
void init();
void addNPC(std::vector<Chunk*> viewableChunks, int32_t id);
void removeNPC(std::vector<Chunk*> viewableChunks, int32_t id);
void destroyNPC(int32_t);
void updateNPCPosition(int32_t, int X, int Y, int Z, int angle);
void updateNPCPosition(int32_t, int X, int Y, int Z);
void updateNPCInstance(int32_t, uint64_t instanceID);
void updateNPCPosition(int32_t, int X, int Y, int Z, uint64_t I, int angle);
void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);

View File

@ -77,7 +77,7 @@ struct Player {
bool buddiesSynced;
int64_t buddyIDs[50];
ChunkPos chunkPos;
std::vector<Chunk*>* currentChunks;
//ChunkPos chunkPos;
std::set<Chunk*>* currentChunks;
time_t lastHeartbeat;
};

View File

@ -53,8 +53,8 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
memcpy(p, &plr, sizeof(Player));
players[key] = p;
p->chunkPos = std::make_tuple(0, 0, 0);
p->currentChunks = new std::vector<Chunk*>();
//p->chunkPos = std::make_tuple(0, 0, 0);
p->currentChunks = new std::set<Chunk*>();
p->lastHeartbeat = 0;
key->plr = p;
@ -75,12 +75,11 @@ void PlayerManager::removePlayer(CNSocket* key) {
// save player to DB
Database::updatePlayer(plr);
// remove players from all chunks
removePlayerFromChunks(*plr->currentChunks, key);
ChunkPos chunkPos = ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID);
// remove from chunk
if (ChunkManager::chunks.find(plr->chunkPos) != ChunkManager::chunks.end())
ChunkManager::chunks[plr->chunkPos]->players.erase(key);
// remove player visually and untrack
ChunkManager::removePlayerFromChunks(ChunkManager::getViewableChunks(chunkPos), key);
ChunkManager::untrackPlayer(chunkPos, key);
std::cout << getPlayerName(key->plr) << " has left!" << std::endl;
@ -104,167 +103,24 @@ void PlayerManager::removePlayer(CNSocket* key) {
std::cout << players.size() << " players" << std::endl;
}
bool PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
// for chunks that need the player to be removed from
for (Chunk* chunk : chunks) {
// remove NPCs
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
break;
}
}
// remove players from eachother
for (CNSocket* otherSock : chunk->players) {
exitPlayer.iID = getPlayer(sock)->iID;
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPlayer.iID = getPlayer(otherSock)->iID;
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
}
// remove us from that old stinky chunk
return ChunkManager::removePlayer(getPlayer(sock)->chunkPos, sock);
}
void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
for (Chunk* chunk : chunks) {
// add npcs
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->appearanceData.iHP <= 0)
continue;
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
break;
}
}
// add players
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue;
Player *otherPlr = getPlayer(otherSock);
Player *plr = getPlayer(sock);
newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr->HP;
newPlayer.PCAppearanceData.iLv = plr->level;
newPlayer.PCAppearanceData.iX = plr->x;
newPlayer.PCAppearanceData.iY = plr->y;
newPlayer.PCAppearanceData.iZ = plr->z;
newPlayer.PCAppearanceData.iAngle = plr->angle;
newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
newPlayer.PCAppearanceData.iPCState = plr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr->iID;
newPlayer.PCAppearanceData.iHP = otherPlr->HP;
newPlayer.PCAppearanceData.iLv = otherPlr->level;
newPlayer.PCAppearanceData.iX = otherPlr->x;
newPlayer.PCAppearanceData.iY = otherPlr->y;
newPlayer.PCAppearanceData.iZ = otherPlr->z;
newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
}
}
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle) {
getPlayer(sock)->angle = angle;
updatePlayerPosition(sock, X, Y, Z);
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle) {
Player* plr = getPlayer(sock);
plr->angle = angle;
ChunkPos oldChunk = ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID);
ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
plr->x = X;
plr->y = Y;
plr->z = Z;
updatePlayerChunk(sock, X, Y, plr->instanceID);
}
void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) {
Player* plr = getPlayer(sock);
ChunkPos newPos = ChunkManager::grabChunk(X, Y, plr->instanceID);
// nothing to be done
if (newPos == plr->chunkPos)
return;
// add player to chunk
ChunkManager::addPlayer(X, Y, plr->instanceID, sock);
std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
Chunk *chunk = nullptr;
if (ChunkManager::checkChunk(plr->chunkPos))
chunk = ChunkManager::chunks[plr->chunkPos];
// first, remove all the old npcs & players from the old chunks
if (removePlayerFromChunks(ChunkManager::getDeltaChunks(*plr->currentChunks, allChunks), sock)) {
allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
}
// now, add all the new npcs & players!
addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, *plr->currentChunks), sock);
plr->chunkPos = newPos;
plr->currentChunks->clear();
for (Chunk* c : allChunks) {
plr->currentChunks->push_back(c);
}
plr->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
ChunkManager::updatePlayerChunk(sock, oldChunk, newChunk);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
Player* plr = getPlayer(sock);
if (plr->instanceID == 0) {
if (plr->instanceID == INSTANCE_OVERWORLD) {
// save last uninstanced coords
plr->lastX = plr->x;
plr->lastY = plr->y;
@ -276,13 +132,16 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
plr->instanceID = I;
if (I != INSTANCE_OVERWORLD) {
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iEP_ID = PLAYERID(I) == 0; // iEP_ID has to be positive for the map to be enabled
pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
sendPlayerTo(sock, X, Y, Z);
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
pkt2.iX = X;
pkt2.iY = Y;
pkt2.iZ = Z;
sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
} else {
// annoying but necessary to set the flag back
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
@ -291,29 +150,18 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
resp.iZ = Z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
updatePlayerPosition(sock, X, Y, Z);
}
updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
// post-warp: check if the source instance has no more players in it and delete it if so
ChunkManager::destroyInstanceIfEmpty(fromInstance);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
PlayerManager::updatePlayerPosition(sock, X, Y, Z);
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt);
pkt.iX = X;
pkt.iY = Y;
pkt.iZ = Z;
// force player & NPC reload
Player* plr = getPlayer(sock);
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
plr->chunkPos = std::make_tuple(0, 0, plr->instanceID);
sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
sendPlayerTo(sock, X, Y, Z, getPlayer(sock)->instanceID);
}
void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
@ -445,7 +293,9 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
for (Chunk* chunk : *getPlayer(sock)->currentChunks) {
Player* plr = getPlayer(sock);
std::set<Chunk*> chunks = ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
for (Chunk* chunk : chunks) {
for (CNSocket* otherSock : chunk->players) {
if (otherSock == sock)
continue;
@ -471,7 +321,8 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
response.iPC_ID = complete->iPC_ID;
// reload players & NPCs
updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->angle);
updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
ChunkManager::updatePlayerChunk(sock, { 0, 0, 0 }, ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
}
@ -480,12 +331,11 @@ void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ, moveData->iAngle);
Player* plr = getPlayer(sock);
plr->angle = moveData->iAngle;
sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ, plr->instanceID, moveData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse);
@ -512,14 +362,16 @@ void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_STOP))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_STOP* stopData = (sP_CL2FE_REQ_PC_STOP*)data->buf;
updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ);
updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ, plr->instanceID, plr->angle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse);
stopResponse.iID = getPlayer(sock)->iID;
stopResponse.iID = plr->iID;
stopResponse.iX = stopData->iX;
stopResponse.iY = stopData->iY;
@ -535,14 +387,16 @@ void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMP))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_JUMP* jumpData = (sP_CL2FE_REQ_PC_JUMP*)data->buf;
updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ, jumpData->iAngle);
updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ, plr->instanceID, jumpData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse);
jumpResponse.iID = getPlayer(sock)->iID;
jumpResponse.iID = plr->iID;
jumpResponse.cKeyValue = jumpData->cKeyValue;
jumpResponse.iX = jumpData->iX;
@ -564,14 +418,16 @@ void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMPPAD))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_JUMPPAD* jumppadData = (sP_CL2FE_REQ_PC_JUMPPAD*)data->buf;
updatePlayerPosition(sock, jumppadData->iX, jumppadData->iY, jumppadData->iZ, jumppadData->iAngle);
updatePlayerPosition(sock, jumppadData->iX, jumppadData->iY, jumppadData->iZ, plr->instanceID, jumppadData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_JUMPPAD, jumppadResponse);
jumppadResponse.iPC_ID = getPlayer(sock)->iID;
jumppadResponse.iPC_ID = plr->iID;
jumppadResponse.cKeyValue = jumppadData->cKeyValue;
jumppadResponse.iX = jumppadData->iX;
@ -591,14 +447,16 @@ void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_LAUNCHER))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_LAUNCHER* launchData = (sP_CL2FE_REQ_PC_LAUNCHER*)data->buf;
updatePlayerPosition(sock, launchData->iX, launchData->iY, launchData->iZ, launchData->iAngle);
updatePlayerPosition(sock, launchData->iX, launchData->iY, launchData->iZ, plr->instanceID, launchData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_LAUNCHER, launchResponse);
launchResponse.iPC_ID = getPlayer(sock)->iID;
launchResponse.iPC_ID = plr->iID;
launchResponse.iX = launchData->iX;
launchResponse.iY = launchData->iY;
@ -619,14 +477,16 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ZIPLINE))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_ZIPLINE* ziplineData = (sP_CL2FE_REQ_PC_ZIPLINE*)data->buf;
updatePlayerPosition(sock, ziplineData->iX, ziplineData->iY, ziplineData->iZ, ziplineData->iAngle);
updatePlayerPosition(sock, ziplineData->iX, ziplineData->iY, ziplineData->iZ, plr->instanceID, ziplineData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_ZIPLINE, ziplineResponse);
ziplineResponse.iPC_ID = getPlayer(sock)->iID;
ziplineResponse.iPC_ID = plr->iID;
ziplineResponse.iCliTime = ziplineData->iCliTime;
ziplineResponse.iSvrTime = tm;
ziplineResponse.iX = ziplineData->iX;
@ -654,14 +514,16 @@ void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVEPLATFORM))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_MOVEPLATFORM* platformData = (sP_CL2FE_REQ_PC_MOVEPLATFORM*)data->buf;
updatePlayerPosition(sock, platformData->iX, platformData->iY, platformData->iZ, platformData->iAngle);
updatePlayerPosition(sock, platformData->iX, platformData->iY, platformData->iZ, plr->instanceID, platformData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVEPLATFORM, platResponse);
platResponse.iPC_ID = getPlayer(sock)->iID;
platResponse.iPC_ID = plr->iID;
platResponse.iCliTime = platformData->iCliTime;
platResponse.iSvrTime = tm;
platResponse.iX = platformData->iX;
@ -686,14 +548,16 @@ void PlayerManager::moveSliderPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVETRANSPORTATION))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_MOVETRANSPORTATION* sliderData = (sP_CL2FE_REQ_PC_MOVETRANSPORTATION*)data->buf;
updatePlayerPosition(sock, sliderData->iX, sliderData->iY, sliderData->iZ, sliderData->iAngle);
updatePlayerPosition(sock, sliderData->iX, sliderData->iY, sliderData->iZ, plr->instanceID, sliderData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVETRANSPORTATION, sliderResponse);
sliderResponse.iPC_ID = getPlayer(sock)->iID;
sliderResponse.iPC_ID = plr->iID;
sliderResponse.iCliTime = sliderData->iCliTime;
sliderResponse.iSvrTime = tm;
sliderResponse.iX = sliderData->iX;
@ -717,14 +581,16 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SLOPE))
return; // ignore the malformed packet
Player* plr = getPlayer(sock);
sP_CL2FE_REQ_PC_SLOPE* slopeData = (sP_CL2FE_REQ_PC_SLOPE*)data->buf;
updatePlayerPosition(sock, slopeData->iX, slopeData->iY, slopeData->iZ,slopeData->iAngle);
updatePlayerPosition(sock, slopeData->iX, slopeData->iY, slopeData->iZ, plr->instanceID, slopeData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_SLOPE, slopeResponse);
slopeResponse.iPC_ID = getPlayer(sock)->iID;
slopeResponse.iPC_ID = plr->iID;
slopeResponse.iCliTime = slopeData->iCliTime;
slopeResponse.iSvrTime = tm;
slopeResponse.iX = slopeData->iX;
@ -755,7 +621,7 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
std::cout << "\tZ: " << gotoData->iToZ << std::endl;
)
sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, 0);
sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, INSTANCE_OVERWORLD);
}
void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
@ -851,7 +717,7 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
NanoManager::nanoUnbuff(sock, CSB_BIT_PHOENIX, ECSB_PHOENIX, 0, false);
plr->HP = PC_MAXHEALTH(plr->level);
} else {
updatePlayerPosition(sock, target.x, target.y, target.z);
updatePlayerPosition(sock, target.x, target.y, target.z, plr->instanceID, plr->angle);
if (reviveData->iRegenType != 5)
plr->HP = PC_MAXHEALTH(plr->level);

View File

@ -19,12 +19,7 @@ namespace PlayerManager {
void addPlayer(CNSocket* key, Player plr);
void removePlayer(CNSocket* key);
bool removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock);
void addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock);
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle);
void updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID);
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle);
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);

View File

@ -43,7 +43,8 @@ void TableData::init() {
BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
NPCManager::NPCs[nextId] = tmp;
NPCManager::updateNPCPosition(nextId, npc["x"], npc["y"], npc["z"]);
NPCManager::updateNPCPosition(nextId, npc["x"], npc["y"], npc["z"], instanceID, npc["angle"]);
ChunkManager::updateNPCChunk(nextId, {0, 0, 0}, ChunkManager::chunkPosAt(npc["x"], npc["y"], instanceID));
nextId++;
if (npc["id"] == 641 || npc["id"] == 642)
@ -210,7 +211,8 @@ void TableData::init() {
NPCManager::NPCs[nextId] = tmp;
MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"]);
NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
ChunkManager::updateNPCChunk(nextId, { 0, 0, 0 }, ChunkManager::chunkPosAt(npc["iX"], npc["iY"], instanceID));
nextId++;
}
@ -282,7 +284,7 @@ void TableData::loadPaths(int* nextId) {
// spawn a slider
BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], 0, INSTANCE_OVERWORLD, 1, (*nextId)++, NPC_BUS);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ);
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
// set slider path to a rotation of the circuit
constructPathSlider(pathDataSlider, pos, slider->appearanceData.iNPC_ID);
@ -466,7 +468,7 @@ void TableData::loadEggs(int32_t* nextId) {
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
NPCManager::Eggs[id] = addEgg;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID);
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
}
std::cout << "[INFO] Loaded " <<NPCManager::Eggs.size()<<" eggs" <<std::endl;
@ -599,7 +601,8 @@ void TableData::loadGruntwork(int32_t *nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
NPCManager::updateNPCInstance(npc->appearanceData.iNPC_ID, instanceID);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY,
npc->appearanceData.iZ, instanceID, npc->appearanceData.iAngle);
RunningNPCMapNumbers[npcID] = instanceID;
}
@ -626,7 +629,7 @@ void TableData::loadGruntwork(int32_t *nextId) {
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"]);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iAngle"]);
}
auto eggs = gruntwork["eggs"];
@ -638,7 +641,7 @@ void TableData::loadGruntwork(int32_t *nextId) {
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
NPCManager::Eggs[id] = addEgg;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID);
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
TableData::RunningEggs[id] = addEgg;
}

View File

@ -142,16 +142,7 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
switch (route.type) {
case 1: // S.C.A.M.P.E.R.
target = Locations[route.end];
plr->x = target.x;
plr->y = target.y;
plr->z = target.z;
/*
* 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.
*/
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
plr->chunkPos = std::make_tuple(0, 0, plr->instanceID);
PlayerManager::updatePlayerPosition(sock, target.x, target.y, target.z, INSTANCE_OVERWORLD, plr->angle);
break;
case 2: // Monkey Skyway
if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) { // check if route exists
@ -254,7 +245,7 @@ void TransportManager::stepSkywaySystem() {
bmstk.iToZ = point.z;
it->first->sendPacket((void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
// set player location to point to update viewables
PlayerManager::updatePlayerChunk(it->first, point.x, point.y, plr->instanceID);
PlayerManager::updatePlayerPosition(it->first, point.x, point.y, point.z, plr->instanceID, plr->angle);
// send packet to players in view
PlayerManager::sendToViewable(it->first, (void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));
@ -301,7 +292,7 @@ void TransportManager::stepNPCPathing() {
int distanceBetween = hypot(dXY, point.z - npc->appearanceData.iZ); // total distance
// update NPC location to update viewables
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);
switch (npc->npcClass) {
case NPC_BUS: