/* Copyright: (c) Kayne Ruse 2013-2016 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "network_api.hpp" #include "character_data.hpp" #include "character_manager.hpp" #include "server_utilities.hpp" #include static int pumpCharacterUpdate(lua_State* L) { CharacterData* characterData = static_cast(lua_touserdata(L, 1)); //determine the character's index int index = -1; for (auto const& it : *CharacterManager::GetSingleton().GetContainer()) { if(characterData == &it.second) { index = it.first; break; } } //signal an error if (index == -1) { lua_pushboolean(L, false); return 1; } //fill the packet with all of this character's data CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_UPDATE; newPacket.characterIndex = index; strncpy(newPacket.handle, characterData->GetHandle().c_str(), PACKET_STRING_SIZE); strncpy(newPacket.avatar, characterData->GetAvatar().c_str(), PACKET_STRING_SIZE); newPacket.accountIndex = characterData->GetOwner(); newPacket.roomIndex = characterData->GetRoomIndex(); newPacket.origin = characterData->GetOrigin(); newPacket.motion = characterData->GetMotion(); //pump to the room pumpPacketProximity(&newPacket, characterData->GetRoomIndex()); //signal success lua_pushboolean(L, true); return 1; } static int pumpMonsterUpdate(lua_State* L) { //TODO: (0) send the info about a specific monster instance } //TODO: pump entity update //TODO: save? static const luaL_Reg networkLib[] = { {"PumpCharacterUpdate", pumpCharacterUpdate}, {"PumpMonsterUpdate", pumpMonsterUpdate}, {nullptr, nullptr} }; LUAMOD_API int openNetworkAPI(lua_State* L) { luaL_newlib(L, networkLib); return 1; }