[refac] Stop using WarpLocation for coordinates and introduce a Vec3

This commit is contained in:
gsemaj
2021-05-01 11:04:28 -04:00
committed by Gent Semaj
parent a0e758f5b7
commit e546d3948c
6 changed files with 51 additions and 47 deletions

View File

@@ -13,9 +13,9 @@ using namespace Transport;
std::map<int32_t, TransportRoute> Transport::Routes;
std::map<int32_t, TransportLocation> Transport::Locations;
std::map<int32_t, std::queue<WarpLocation>> Transport::SkywayPaths;
std::unordered_map<CNSocket*, std::queue<WarpLocation>> Transport::SkywayQueues;
std::unordered_map<int32_t, std::queue<WarpLocation>> Transport::NPCQueues;
std::map<int32_t, std::queue<Vec3>> Transport::SkywayPaths;
std::unordered_map<CNSocket*, std::queue<Vec3>> Transport::SkywayQueues;
std::unordered_map<int32_t, std::queue<Vec3>> Transport::NPCQueues;
static void transportRegisterLocationHandler(CNSocket* sock, CNPacketData* data) {
auto transport = (sP_CL2FE_REQ_REGIST_TRANSPORTATION_LOCATION*)data->buf;
@@ -131,7 +131,7 @@ static void transportWarpHandler(CNSocket* sock, CNPacketData* data) {
plr->onMonkey = true;
break;
} else if (TableData::RunningSkywayRoutes.find(route.mssRouteNum) != TableData::RunningSkywayRoutes.end()) {
std::vector<WarpLocation>* _route = &TableData::RunningSkywayRoutes[route.mssRouteNum];
std::vector<Vec3>* _route = &TableData::RunningSkywayRoutes[route.mssRouteNum];
Nanos::summonNano(sock, -1);
testMssRoute(sock, _route);
plr->onMonkey = true;
@@ -169,13 +169,13 @@ static void transportWarpHandler(CNSocket* sock, CNPacketData* data) {
PlayerManager::updatePlayerPosition(sock, target->x, target->y, target->z, INSTANCE_OVERWORLD, plr->angle);
}
void Transport::testMssRoute(CNSocket *sock, std::vector<WarpLocation>* route) {
void Transport::testMssRoute(CNSocket *sock, std::vector<Vec3>* route) {
int speed = 1500; // TODO: make this adjustable
std::queue<WarpLocation> path;
WarpLocation last = route->front(); // start pos
std::queue<Vec3> path;
Vec3 last = route->front(); // start pos
for (int i = 1; i < route->size(); i++) {
WarpLocation coords = route->at(i);
Vec3 coords = route->at(i);
Transport::lerp(&path, last, coords, speed);
path.push(coords); // add keyframe to the queue
last = coords; // update start pos
@@ -191,10 +191,10 @@ void Transport::testMssRoute(CNSocket *sock, std::vector<WarpLocation>* route) {
static void stepSkywaySystem() {
// using an unordered map so we can remove finished players in one iteration
std::unordered_map<CNSocket*, std::queue<WarpLocation>>::iterator it = SkywayQueues.begin();
std::unordered_map<CNSocket*, std::queue<Vec3>>::iterator it = SkywayQueues.begin();
while (it != SkywayQueues.end()) {
std::queue<WarpLocation>* queue = &it->second;
std::queue<Vec3>* queue = &it->second;
if (PlayerManager::players.find(it->first) == PlayerManager::players.end()) {
// pluck out dead socket + update iterator
@@ -218,7 +218,7 @@ static void stepSkywaySystem() {
it = SkywayQueues.erase(it); // remove player from tracking map + update iterator
plr->onMonkey = false;
} else {
WarpLocation point = queue->front(); // get point
Vec3 point = queue->front(); // get point
queue->pop(); // remove point from front of queue
INITSTRUCT(sP_FE2CL_PC_BROOMSTICK_MOVE, bmstk);
@@ -240,10 +240,10 @@ static void stepSkywaySystem() {
static void stepNPCPathing() {
// all NPC pathing queues
std::unordered_map<int32_t, std::queue<WarpLocation>>::iterator it = NPCQueues.begin();
std::unordered_map<int32_t, std::queue<Vec3>>::iterator it = NPCQueues.begin();
while (it != NPCQueues.end()) {
std::queue<WarpLocation>* queue = &it->second;
std::queue<Vec3>* queue = &it->second;
BaseNPC* npc = nullptr;
if (NPCManager::NPCs.find(it->first) != NPCManager::NPCs.end())
@@ -267,7 +267,7 @@ static void stepNPCPathing() {
continue;
}
WarpLocation point = queue->front(); // get point
Vec3 point = queue->front(); // get point
queue->pop(); // remove point from front of queue
// calculate displacement
@@ -327,12 +327,12 @@ static void tickTransportationSystem(CNServer* serv, time_t currTime) {
/*
* Linearly interpolate between two points and insert the results into a queue.
*/
void Transport::lerp(std::queue<WarpLocation>* queue, WarpLocation start, WarpLocation end, int gapSize, float curve) {
void Transport::lerp(std::queue<Vec3>* queue, Vec3 start, Vec3 end, int gapSize, float curve) {
int dXY = hypot(end.x - start.x, end.y - start.y); // XY plane distance
int distanceBetween = hypot(dXY, end.z - start.z); // total distance
int lerps = distanceBetween / gapSize; // number of intermediate points to add
for (int i = 1; i <= lerps; i++) {
WarpLocation lerp;
Vec3 lerp;
// lerp math
//float frac = i / (lerps + 1);
float frac = powf(i, curve) / powf(lerps + 1, curve);
@@ -342,7 +342,7 @@ void Transport::lerp(std::queue<WarpLocation>* queue, WarpLocation start, WarpLo
queue->push(lerp); // add lerp'd point
}
}
void Transport::lerp(std::queue<WarpLocation>* queue, WarpLocation start, WarpLocation end, int gapSize) {
void Transport::lerp(std::queue<Vec3>* queue, Vec3 start, Vec3 end, int gapSize) {
lerp(queue, start, end, gapSize, 1);
}