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Add transport registration to movement packets (WIP - awaiting server MOVEMENT updates)
- Added transport fields to MovementInfo struct (transportGuid, transportX/Y/Z/O, transportTime) - Updated MovementPacket::build() to serialize transport data when ONTRANSPORT flag set - Modified GameHandler::sendMovement() to include transport info when player on transport - Fixed coordinate conversion for transport offsets (server↔canonical) - Added transport tracking in both CREATE_OBJECT and MOVEMENT update handlers - Connected M2Renderer to WMORenderer for hierarchical doodad transforms - Server-authoritative transport movement (no client-side animation) Issue: Server not sending MOVEMENT updates for transports, so they remain stationary. Transports register successfully but don't animate without server position updates.
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8 changed files with 425 additions and 60 deletions
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@ -27,6 +27,7 @@ struct TransportPath {
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std::vector<TimedPoint> points; // Time-indexed waypoints (includes duplicate first point at end for wrap)
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bool looping; // Set to false after adding explicit wrap point
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uint32_t durationMs; // Total loop duration in ms (includes wrap segment if added)
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bool zOnly; // True if path only has Z movement (elevator/bobbing), false if real XY travel
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};
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struct ActiveTransport {
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@ -100,7 +101,7 @@ private:
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std::unordered_map<uint64_t, ActiveTransport> transports_;
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std::unordered_map<uint32_t, TransportPath> paths_; // Indexed by transportEntry (pathId from TransportAnimation.dbc)
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rendering::WMORenderer* wmoRenderer_ = nullptr;
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bool clientSideAnimation_ = true; // Enable client animation - smooth movement, synced with server updates
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bool clientSideAnimation_ = false; // DISABLED - use server positions instead of client prediction
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float elapsedTime_ = 0.0f; // Total elapsed time (seconds)
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};
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@ -411,6 +411,14 @@ struct MovementInfo {
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float jumpCosAngle = 0.0f; // Jump horizontal cos
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float jumpXYSpeed = 0.0f; // Jump horizontal speed
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// Transport fields (when ONTRANSPORT flag is set)
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uint64_t transportGuid = 0; // GUID of transport (boat/zeppelin/etc)
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float transportX = 0.0f; // Local position on transport
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float transportY = 0.0f;
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float transportZ = 0.0f;
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float transportO = 0.0f; // Local orientation on transport
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uint32_t transportTime = 0; // Transport movement timestamp
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bool hasFlag(MovementFlags flag) const {
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return (flags & static_cast<uint32_t>(flag)) != 0;
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}
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