diff --git a/src/PlayerManager.cpp b/src/PlayerManager.cpp index 5fd1e5f..dac631c 100644 --- a/src/PlayerManager.cpp +++ b/src/PlayerManager.cpp @@ -183,11 +183,15 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) { view.plr->x = X; view.plr->y = Y; view.plr->z = Z; + updatePlayerChunk(sock, X, Y); +} +void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y) { + PlayerView& view = players[sock]; std::pair newPos = ChunkManager::grabChunk(X, Y); // nothing to be done - if (newPos == view.chunkPos) + if (newPos == view.chunkPos) return; // add player to chunk @@ -195,10 +199,10 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) { // first, remove all the old npcs & players from the old chunks removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock); - + // now, add all the new npcs & players! addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock); - + ChunkManager::addPlayer(X, Y, sock); // takes care of adding the player to the chunk if it exists or not view.chunkPos = newPos; view.currentChunks = allChunks; diff --git a/src/PlayerManager.hpp b/src/PlayerManager.hpp index b67b7ac..dd5ae88 100644 --- a/src/PlayerManager.hpp +++ b/src/PlayerManager.hpp @@ -32,6 +32,7 @@ namespace PlayerManager { 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); void sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size); diff --git a/src/TransportManager.cpp b/src/TransportManager.cpp index 5b3d3fa..9479793 100644 --- a/src/TransportManager.cpp +++ b/src/TransportManager.cpp @@ -238,7 +238,7 @@ 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::updatePlayerPosition(it->first, point.x, point.y, point.z); + PlayerManager::updatePlayerChunk(it->first, point.x, point.y); // send packet to players in view PlayerManager::sendToViewable(it->first, (void*)&bmstk, P_FE2CL_PC_BROOMSTICK_MOVE, sizeof(sP_FE2CL_PC_BROOMSTICK_MOVE));