Repair client updates when client is on (does not have to have control) a boat

This commit is contained in:
Noudess 2019-11-18 14:58:45 -05:00
parent 598204d75c
commit 40747ae5a3

View File

@ -4404,7 +4404,36 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
}
return;
}
// At this point, all that's left is a client update.
// Pure boat updates, and client contolled mob updates are complete.
// This can still be tricky. If ppu->vehicle_id is set, then the client
// position is actually an offset from the boat he is inside.
bool on_boat = (ppu->vehicle_id != 0);
// From this point forward, we need to use a new set of variables for client
// position. If the client is in a boat, we need to add the boat pos and
// the client offset together.
float cx = ppu->x_pos;
float cy = ppu->y_pos;
float cz = ppu->z_pos;
float new_heading = EQ12toFloat(ppu->heading);
if (on_boat) {
Mob *boat = entity_list.GetMob(ppu->vehicle_id);
if (boat == 0) {
LogError("Can't find boat for client position offset.");
}
else {
cx += boat->GetX();
cy += boat->GetY();
cz += boat->GetZ();
new_heading += boat->GetHeading();
}
}
if (IsDraggingCorpse())
DragCorpses();
@ -4412,9 +4441,9 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
float rewind_x_diff = 0;
float rewind_y_diff = 0;
rewind_x_diff = ppu->x_pos - m_RewindLocation.x;
rewind_x_diff = cx - m_RewindLocation.x;
rewind_x_diff *= rewind_x_diff;
rewind_y_diff = ppu->y_pos - m_RewindLocation.y;
rewind_y_diff = cy - m_RewindLocation.y;
rewind_y_diff *= rewind_y_diff;
/*
@ -4432,26 +4461,26 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
*/
if ((rewind_x_diff > 5000) || (rewind_y_diff > 5000))
m_RewindLocation = glm::vec3(ppu->x_pos, ppu->y_pos, ppu->z_pos);
m_RewindLocation = glm::vec3(cx, cy, cz);
if (proximity_timer.Check()) {
entity_list.ProcessMove(this, glm::vec3(ppu->x_pos, ppu->y_pos, ppu->z_pos));
entity_list.ProcessMove(this, glm::vec3(cx, cy, cz));
if (RuleB(TaskSystem, EnableTaskSystem) && RuleB(TaskSystem, EnableTaskProximity))
ProcessTaskProximities(ppu->x_pos, ppu->y_pos, ppu->z_pos);
ProcessTaskProximities(cx, cy, cz);
m_Proximity = glm::vec3(ppu->x_pos, ppu->y_pos, ppu->z_pos);
m_Proximity = glm::vec3(cx, cy, cz);
}
/* Update internal state */
m_Delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, EQ10toFloat(ppu->delta_heading));
if (IsTracking() && ((m_Position.x != ppu->x_pos) || (m_Position.y != ppu->y_pos))) {
if (IsTracking() && ((m_Position.x != cx) || (m_Position.y != cy))) {
if (zone->random.Real(0, 100) < 70)//should be good
CheckIncreaseSkill(EQEmu::skills::SkillTracking, nullptr, -20);
}
/* Break Hide if moving without sneaking and set rewind timer if moved */
if (ppu->y_pos != m_Position.y || ppu->x_pos != m_Position.x) {
if (cy != m_Position.y || cx != m_Position.x) {
if ((hidden || improved_hidden) && !sneaking) {
hidden = false;
improved_hidden = false;
@ -4470,7 +4499,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
}
/* Handle client aggro scanning timers NPCs */
is_client_moving = (ppu->y_pos == m_Position.y && ppu->x_pos == m_Position.x) ? false : true;
is_client_moving = (cy == m_Position.y && cx == m_Position.x) ? false : true;
if (is_client_moving) {
LogDebug("ClientUpdate: Client is moving - scan timer is: [{}]", client_scan_npc_aggro_timer.GetDuration());
@ -4531,17 +4560,16 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
SetLastPositionBeforeBulkUpdate(GetPosition());
}
float new_heading = EQ12toFloat(ppu->heading);
int32 new_animation = ppu->animation;
/* Update internal server position from what the client has sent */
m_Position.x = ppu->x_pos;
m_Position.y = ppu->y_pos;
m_Position.z = ppu->z_pos;
m_Position.x = cx;
m_Position.y = cy;
m_Position.z = cz;
/* Visual Debugging */
if (RuleB(Character, OPClientUpdateVisualDebug)) {
LogDebug("ClientUpdate: ppu x: [{}] y: [{}] z: [{}] h: [{}]", ppu->x_pos, ppu->y_pos, ppu->z_pos, ppu->heading);
LogDebug("ClientUpdate: ppu x: [{}] y: [{}] z: [{}] h: [{}]", cx, cy, cz, new_heading);
this->SendAppearanceEffect(78, 0, 0, 0, 0);
this->SendAppearanceEffect(41, 0, 0, 0, 0);
}
@ -4550,7 +4578,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
if (is_client_moving || new_heading != m_Position.w || new_animation != animation) {
animation = ppu->animation;
m_Position.w = EQ12toFloat(ppu->heading);
m_Position.w = new_heading;
/* Broadcast update to other clients */
auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));