[Server] Call OnPlayerCellChange script event near start of cell change

This makes it possible to send custom records used by players for their equipment before the hardcoded exchange of equipment packets takes place.

Additionally, remove the check for dead players because it has no real use and can potentially cause problems.
pull/475/head
David Cernat 6 years ago
parent f100a660d4
commit b76e00c66e

@ -25,67 +25,61 @@ namespace mwmp
void Do(PlayerPacket &packet, Player &player) override
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str());
LOG_APPEND(Log::LOG_INFO, "- Moved to %s", player.cell.getDescription().c_str());
if (!player.creatureStats.mDead)
{
LOG_APPEND(Log::LOG_INFO, "- Moved to %s", player.cell.getDescription().c_str());
Script::Call<Script::CallbackIdentity("OnPlayerCellChange")>(player.getId());
player.exchangeFullInfo = true;
player.exchangeFullInfo = true;
player.forEachLoaded([this](Player *pl, Player *other) {
player.forEachLoaded([this](Player *pl, Player *other) {
LOG_APPEND(Log::LOG_INFO, "- Started information exchange with %s", other->npc.mName.c_str());
LOG_APPEND(Log::LOG_INFO, "- Started information exchange with %s", other->npc.mName.c_str());
other->exchangeFullInfo = true;
other->exchangeFullInfo = true;
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_POSITION)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_SKILL)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_POSITION)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_SKILL)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->setPlayer(other);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_POSITION)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_SKILL)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_POSITION)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_SKILL)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->Send(pl->guid);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_SKILL)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_SKILL)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->setPlayer(pl);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_SKILL)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_STATS_DYNAMIC)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_ATTRIBUTE)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_SKILL)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_ANIM_FLAGS)->Send(other->guid);
playerController->GetPacket(ID_PLAYER_SHAPESHIFT)->Send(other->guid);
other->exchangeFullInfo = false;
other->exchangeFullInfo = false;
LOG_APPEND(Log::LOG_INFO, "- Finished information exchange with %s", other->npc.mName.c_str());
});
LOG_APPEND(Log::LOG_INFO, "- Finished information exchange with %s", other->npc.mName.c_str());
});
playerController->GetPacket(ID_PLAYER_POSITION)->setPlayer(&player);
playerController->GetPacket(ID_PLAYER_POSITION)->Send();
packet.setPlayer(&player);
packet.Send(true); //send to other clients
playerController->GetPacket(ID_PLAYER_POSITION)->setPlayer(&player);
playerController->GetPacket(ID_PLAYER_POSITION)->Send();
packet.setPlayer(&player);
packet.Send(true); //send to other clients
Script::Call<Script::CallbackIdentity("OnPlayerCellChange")>(player.getId());
LOG_APPEND(Log::LOG_INFO, "- Finished processing ID_PLAYER_CELL_CHANGE", player.cell.getDescription().c_str());
LOG_APPEND(Log::LOG_INFO, "- Finished processing ID_PLAYER_CELL_CHANGE", player.cell.getDescription().c_str());
player.exchangeFullInfo = false;
}
else
LOG_APPEND(Log::LOG_INFO, "- Ignored because %s is dead", player.npc.mName.c_str());
player.exchangeFullInfo = false;
}
};
}

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