OpenFusion/src/PlayerMovement.cpp

291 lines
11 KiB
C++

#include "PlayerMovement.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "TableData.hpp"
#include "core/Core.hpp"
static void movePlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
PlayerManager::updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ, plr->instanceID, moveData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse);
moveResponse.iID = plr->iID;
moveResponse.cKeyValue = moveData->cKeyValue;
moveResponse.iX = moveData->iX;
moveResponse.iY = moveData->iY;
moveResponse.iZ = moveData->iZ;
moveResponse.iAngle = moveData->iAngle;
moveResponse.fVX = moveData->fVX;
moveResponse.fVY = moveData->fVY;
moveResponse.fVZ = moveData->fVZ;
moveResponse.iSpeed = moveData->iSpeed;
moveResponse.iCliTime = moveData->iCliTime; // maybe don't send this??? seems unneeded...
moveResponse.iSvrTime = tm;
PlayerManager::sendToViewable(sock, moveResponse, P_FE2CL_PC_MOVE);
// [gruntwork] check if player has a follower and move it
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
BaseNPC* follower = TableData::RunningNPCPaths[plr->iID].first;
Transport::NPCQueues.erase(follower->id); // erase existing points
std::queue<Vec3> queue;
Vec3 from = { follower->x, follower->y, follower->z };
float drag = 0.95f; // this ensures that they don't bump into the player
Vec3 to = {
(int)(follower->x + (moveData->iX - follower->x) * drag),
(int)(follower->y + (moveData->iY - follower->y) * drag),
(int)(follower->z + (moveData->iZ - follower->z) * drag)
};
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, NPC_DEFAULT_SPEED * 1.5); // little faster than typical
Transport::NPCQueues[follower->id] = queue;
}
}
static void stopPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto stopData = (sP_CL2FE_REQ_PC_STOP*)data->buf;
PlayerManager::updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ, plr->instanceID, plr->angle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse);
stopResponse.iID = plr->iID;
stopResponse.iX = stopData->iX;
stopResponse.iY = stopData->iY;
stopResponse.iZ = stopData->iZ;
stopResponse.iCliTime = stopData->iCliTime; // maybe don't send this??? seems unneeded...
stopResponse.iSvrTime = tm;
PlayerManager::sendToViewable(sock, stopResponse, P_FE2CL_PC_STOP);
}
static void jumpPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto jumpData = (sP_CL2FE_REQ_PC_JUMP*)data->buf;
PlayerManager::updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ, plr->instanceID, jumpData->iAngle);
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse);
jumpResponse.iID = plr->iID;
jumpResponse.cKeyValue = jumpData->cKeyValue;
jumpResponse.iX = jumpData->iX;
jumpResponse.iY = jumpData->iY;
jumpResponse.iZ = jumpData->iZ;
jumpResponse.iAngle = jumpData->iAngle;
jumpResponse.iVX = jumpData->iVX;
jumpResponse.iVY = jumpData->iVY;
jumpResponse.iVZ = jumpData->iVZ;
jumpResponse.iSpeed = jumpData->iSpeed;
jumpResponse.iCliTime = jumpData->iCliTime; // maybe don't send this??? seems unneeded...
jumpResponse.iSvrTime = tm;
PlayerManager::sendToViewable(sock, jumpResponse, P_FE2CL_PC_JUMP);
}
static void jumppadPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto jumppadData = (sP_CL2FE_REQ_PC_JUMPPAD*)data->buf;
PlayerManager::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 = plr->iID;
jumppadResponse.cKeyValue = jumppadData->cKeyValue;
jumppadResponse.iX = jumppadData->iX;
jumppadResponse.iY = jumppadData->iY;
jumppadResponse.iZ = jumppadData->iZ;
jumppadResponse.iVX = jumppadData->iVX;
jumppadResponse.iVY = jumppadData->iVY;
jumppadResponse.iVZ = jumppadData->iVZ;
jumppadResponse.iCliTime = jumppadData->iCliTime;
jumppadResponse.iSvrTime = tm;
PlayerManager::sendToViewable(sock, jumppadResponse, P_FE2CL_PC_JUMPPAD);
}
static void launchPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto launchData = (sP_CL2FE_REQ_PC_LAUNCHER*)data->buf;
PlayerManager::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 = plr->iID;
launchResponse.iX = launchData->iX;
launchResponse.iY = launchData->iY;
launchResponse.iZ = launchData->iZ;
launchResponse.iVX = launchData->iVX;
launchResponse.iVY = launchData->iVY;
launchResponse.iVZ = launchData->iVZ;
launchResponse.iSpeed = launchData->iSpeed;
launchResponse.iAngle = launchData->iAngle;
launchResponse.iCliTime = launchData->iCliTime;
launchResponse.iSvrTime = tm;
PlayerManager::sendToViewable(sock, launchResponse, P_FE2CL_PC_LAUNCHER);
}
static void ziplinePlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
sP_CL2FE_REQ_PC_ZIPLINE* ziplineData = (sP_CL2FE_REQ_PC_ZIPLINE*)data->buf;
PlayerManager::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 = plr->iID;
ziplineResponse.iCliTime = ziplineData->iCliTime;
ziplineResponse.iSvrTime = tm;
ziplineResponse.iX = ziplineData->iX;
ziplineResponse.iY = ziplineData->iY;
ziplineResponse.iZ = ziplineData->iZ;
ziplineResponse.fVX = ziplineData->fVX;
ziplineResponse.fVY = ziplineData->fVY;
ziplineResponse.fVZ = ziplineData->fVZ;
ziplineResponse.fMovDistance = ziplineData->fMovDistance;
ziplineResponse.fMaxDistance = ziplineData->fMaxDistance;
ziplineResponse.fDummy = ziplineData->fDummy; // wtf is this for?
ziplineResponse.iStX = ziplineData->iStX;
ziplineResponse.iStY = ziplineData->iStY;
ziplineResponse.iStZ = ziplineData->iStZ;
ziplineResponse.bDown = ziplineData->bDown;
ziplineResponse.iSpeed = ziplineData->iSpeed;
ziplineResponse.iAngle = ziplineData->iAngle;
ziplineResponse.iRollMax = ziplineData->iRollMax;
ziplineResponse.iRoll = ziplineData->iRoll;
PlayerManager::sendToViewable(sock, ziplineResponse, P_FE2CL_PC_ZIPLINE);
}
static void movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto platformData = (sP_CL2FE_REQ_PC_MOVEPLATFORM*)data->buf;
PlayerManager::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 = plr->iID;
platResponse.iCliTime = platformData->iCliTime;
platResponse.iSvrTime = tm;
platResponse.iX = platformData->iX;
platResponse.iY = platformData->iY;
platResponse.iZ = platformData->iZ;
platResponse.iAngle = platformData->iAngle;
platResponse.fVX = platformData->fVX;
platResponse.fVY = platformData->fVY;
platResponse.fVZ = platformData->fVZ;
platResponse.iLcX = platformData->iLcX;
platResponse.iLcY = platformData->iLcY;
platResponse.iLcZ = platformData->iLcZ;
platResponse.iSpeed = platformData->iSpeed;
platResponse.bDown = platformData->bDown;
platResponse.cKeyValue = platformData->cKeyValue;
platResponse.iPlatformID = platformData->iPlatformID;
PlayerManager::sendToViewable(sock, platResponse, P_FE2CL_PC_MOVEPLATFORM);
}
static void moveSliderPlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
auto sliderData = (sP_CL2FE_REQ_PC_MOVETRANSPORTATION*)data->buf;
PlayerManager::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 = plr->iID;
sliderResponse.iCliTime = sliderData->iCliTime;
sliderResponse.iSvrTime = tm;
sliderResponse.iX = sliderData->iX;
sliderResponse.iY = sliderData->iY;
sliderResponse.iZ = sliderData->iZ;
sliderResponse.iAngle = sliderData->iAngle;
sliderResponse.fVX = sliderData->fVX;
sliderResponse.fVY = sliderData->fVY;
sliderResponse.fVZ = sliderData->fVZ;
sliderResponse.iLcX = sliderData->iLcX;
sliderResponse.iLcY = sliderData->iLcY;
sliderResponse.iLcZ = sliderData->iLcZ;
sliderResponse.iSpeed = sliderData->iSpeed;
sliderResponse.cKeyValue = sliderData->cKeyValue;
sliderResponse.iT_ID = sliderData->iT_ID;
PlayerManager::sendToViewable(sock, sliderResponse, P_FE2CL_PC_MOVETRANSPORTATION);
}
static void moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
sP_CL2FE_REQ_PC_SLOPE* slopeData = (sP_CL2FE_REQ_PC_SLOPE*)data->buf;
PlayerManager::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 = plr->iID;
slopeResponse.iCliTime = slopeData->iCliTime;
slopeResponse.iSvrTime = tm;
slopeResponse.iX = slopeData->iX;
slopeResponse.iY = slopeData->iY;
slopeResponse.iZ = slopeData->iZ;
slopeResponse.iAngle = slopeData->iAngle;
slopeResponse.fVX = slopeData->fVX;
slopeResponse.fVY = slopeData->fVY;
slopeResponse.fVZ = slopeData->fVZ;
slopeResponse.iSpeed = slopeData->iSpeed;
slopeResponse.cKeyValue = slopeData->cKeyValue;
slopeResponse.iSlopeID = slopeData->iSlopeID;
PlayerManager::sendToViewable(sock, slopeResponse, P_FE2CL_PC_SLOPE);
}
void PlayerMovement::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, movePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, stopPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, jumpPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMPPAD, jumppadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LAUNCHER, launchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ZIPLINE, ziplinePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, movePlatformPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVETRANSPORTATION, moveSliderPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, moveSlopePlayer);
}