This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/server/network_api.cpp
T

83 lines
2.5 KiB
C++

/* 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 <cstring>
static int pumpCharacterUpdate(lua_State* L) {
CharacterData* characterData = static_cast<CharacterData*>(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;
}