OpenFusion/src/PlayerMovement.cpp
gsemaj 215da0130d
The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-07-11 13:52:54 -04:00

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);
}