Implemented networked room chainging function
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@@ -22,18 +22,14 @@
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#include "character_api.hpp"
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#include "character_data.hpp"
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#include "entity_api.hpp"
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#include "room_manager.hpp"
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#include "server_utilities.hpp"
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static int setRoomIndex(lua_State* L) {
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//NOTE: type-dependant calls to various API functions, see bug #43
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CharacterData* character = static_cast<CharacterData*>(lua_touserdata(L, 1));
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RoomManager::GetSingleton().PopCharacter(character);
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character->SetRoomIndex(lua_tointeger(L, 2));
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RoomManager::GetSingleton().PushCharacter(character);
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//TODO: (0) send character room change messages
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pumpAndChangeRooms(character, lua_tointeger(L, 2), -1); //TODO: (0) undefined behavior without character index
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return 0;
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}
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@@ -212,21 +212,7 @@ void ServerApplication::hCharacterMovement(CharacterPacket* const argPacket) {
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//check if moving rooms
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if (characterData->GetRoomIndex() != argPacket->roomIndex) {
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//delete from the old room
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CharacterPacket newPacket;
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copyCharacterToPacket(&newPacket, argPacket->characterIndex);
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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pumpPacketProximity(&newPacket, characterData->GetRoomIndex());
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//move the character between rooms
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roomMgr.PopCharacter(characterData);
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characterData->SetRoomIndex(argPacket->roomIndex);
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roomMgr.PushCharacter(characterData);
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//create in the new room
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copyCharacterToPacket(&newPacket, argPacket->characterIndex);
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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pumpPacketProximity(&newPacket, characterData->GetRoomIndex());
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pumpAndChangeRooms(characterData, argPacket->roomIndex, argPacket->characterIndex);
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}
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//if not moving between rooms
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else {
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@@ -140,6 +140,10 @@ void copyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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throw(std::runtime_error("Failed to copy a character to a packet"));
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}
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copyCharacterToPacket(packet, characterData, characterIndex);
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}
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void copyCharacterToPacket(CharacterPacket* const packet, CharacterData* const characterData, int characterIndex) {
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//NOTE: keep this up to date when the character changes
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packet->characterIndex = characterIndex;
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strncpy(packet->handle, characterData->GetHandle().c_str(), PACKET_STRING_SIZE);
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@@ -150,3 +154,31 @@ void copyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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packet->motion = characterData->GetMotion();
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packet->bounds = characterData->GetBounds();
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}
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void pumpAndChangeRooms(int characterIndex, int newRoomIndex) {
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//BUG: three redundant lookups
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//get the character object
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CharacterData* character = CharacterManager::GetSingleton().Get(characterIndex);
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//pass ownwards
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pumpAndChangeRooms(character, newRoomIndex, characterIndex);
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}
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void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex) {
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//delete from the old room
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CharacterPacket newPacket;
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copyCharacterToPacket(&newPacket, characterData, characterIndex);
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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pumpPacketProximity(&newPacket, characterData->GetRoomIndex());
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//move the character between rooms
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RoomManager::GetSingleton().PopCharacter(characterData);
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characterData->SetRoomIndex(newRoomIndex);
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RoomManager::GetSingleton().PushCharacter(characterData);
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//create in the new room
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copyCharacterToPacket(&newPacket, characterData, characterIndex);
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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pumpPacketProximity(&newPacket, characterData->GetRoomIndex());
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}
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@@ -22,14 +22,20 @@
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#ifndef SERVERUTILITIES_HPP_
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#define SERVERUTILITIES_HPP_
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#include "character_data.hpp"
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#include "serial_packet.hpp"
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#include "vector2.hpp"
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void fullClientUnload(int index);
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void fullAccountUnload(int index);
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void fullCharacterUnload(int index);
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void pumpPacket(SerialPacket* const argPacket);
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void pumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position = {0, 0}, int distance = -1);
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void copyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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void copyCharacterToPacket(CharacterPacket* const packet, CharacterData* const characterData, int characterIndex);
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void pumpAndChangeRooms(int characterIndex, int newRoomIndex);
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void pumpAndChangeRooms(CharacterData* const characterData, int newRoomIndex, int characterIndex);
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#endif
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