4630b7e403
There was a bug in the entity API, where getMotion() was pushing the origin instead of the motion. This has been corrected. Since this is an important bug, and because the features for this leg is finished, I'll merge this to master.
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "network_api.hpp"
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#include "character_data.hpp"
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#include "character_manager.hpp"
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#include "server_utilities.hpp"
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static int pumpCharacterUpdate(lua_State* L) {
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CharacterData* characterData = static_cast<CharacterData*>(lua_touserdata(L, 1));
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//determine the character's index
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int index = -1;
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for (auto const& it : *CharacterManager::GetSingleton().GetContainer()) {
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if(characterData == &it.second) {
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index = it.first;
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break;
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}
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}
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//signal an error
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if (index == -1) {
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lua_pushboolean(L, false);
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return 1;
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}
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//fill the packet with all of this character's data
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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newPacket.characterIndex = index;
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strncpy(newPacket.handle, characterData->GetHandle().c_str(), PACKET_STRING_SIZE);
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strncpy(newPacket.avatar, characterData->GetAvatar().c_str(), PACKET_STRING_SIZE);
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newPacket.accountIndex = characterData->GetOwner();
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newPacket.roomIndex = characterData->GetRoomIndex();
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newPacket.origin = characterData->GetOrigin();
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newPacket.motion = characterData->GetMotion();
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//pump to the room
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pumpPacketProximity(&newPacket, characterData->GetRoomIndex());
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//signal success
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lua_pushboolean(L, true);
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return 1;
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}
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static const luaL_Reg networkLib[] = {
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{"PumpCharacterUpdate", pumpCharacterUpdate},
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{nullptr, nullptr}
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};
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LUAMOD_API int openNetworkAPI(lua_State* L) {
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luaL_newlib(L, networkLib);
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return 1;
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} |