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sapphire/src/servers/sapphire_zone/Manager/PlayerMgr.cpp

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#include "PlayerMgr.h"
#include <Framework.h>
#include <Exd/ExdDataGenerated.h>
#include <Zone/TerritoryMgr.h>
#include <Zone/ZonePosition.h>
#include <Zone/HousingMgr.h>
#include <Actor/Player.h>
extern Core::Framework g_fw;
void Sapphire::World::Manager::PlayerMgr::movePlayerToLandDestination( Core::Entity::Player& player, uint32_t landId, uint16_t param )
{
// check if we have one in the db first
auto terriMgr = g_fw.get< Core::TerritoryMgr >();
if( !terriMgr )
return;
Core::ZonePtr destinationZone;
auto terriPos = terriMgr->getTerritoryPosition( landId );
if( terriPos )
{
// check if its a housing zone, zoning is different here
if( terriMgr->isHousingTerritory( terriPos->getTargetZoneId() ) && param != 0 )
{
auto housingMgr = g_fw.get< Core::HousingMgr >();
auto landSetId = housingMgr->toLandSetId( terriPos->getTargetZoneId(), param );
auto housingZone = housingMgr->getHousingZoneByLandSetId( landSetId );
if( !housingZone )
return;
destinationZone = housingZone;
}
else if( terriMgr->isInstanceContentTerritory( terriPos->getTargetZoneId() ) )
{
// todo: instance dungeon handling
// will need to use setInstance so old pos gets set
return;
}
else
{
// normal zones
destinationZone = terriMgr->getZoneByTerritoryTypeId( terriPos->getTargetZoneId() );
}
}
else
{
// todo: lookup land.exd and see if it's in there if its not in our db
return;
}
if( !destinationZone )
return;
player.setPos( terriPos->getTargetPosition() );
player.setRot( terriPos->getTargetRotation() );
if( terriMgr->movePlayer( destinationZone, player.getAsPlayer() ) )
player.sendZonePackets();
}