DarkflameServer/dGame/dComponents/LevelProgressionComponent.cpp

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#include "LevelProgressionComponent.h"
#include "ControllablePhysicsComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
#include "tinyxml2.h"
LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
m_Level = 1;
}
void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!");
return;
}
level->SetAttribute("l", m_Level);
}
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void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!");
return;
}
level->QueryAttribute("l", &m_Level);
}
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void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
m_DirtyLevelInfo = false;
}
void LevelProgressionComponent::HandleLevelUp() {
auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (!inventoryComponent || !controllablePhysicsComponent) return;
// Tell the client we beginning to send level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
for (auto* reward : rewards) {
switch (reward->rewardType) {
case 0:
inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
break;
case 4:
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{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward->value);
}
break;
case 9:
controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
}