DarkflameServer/dGame/Character.cpp

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#include "Character.h"
#include "User.h"
#include "Database.h"
#include "GeneralUtils.h"
#include "dLogger.h"
#include "BitStream.h"
#include "Game.h"
#include <chrono>
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "dZoneManager.h"
#include "dServer.h"
#include "Zone.h"
#include "ChatPackets.h"
#include "Inventory.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "eObjectBits.h"
#include "eGameMasterLevel.h"
#include "ePlayerFlag.h"
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
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m_ID = id;
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// Load the character
auto character = Database::Connection->GetCharacterByID(m_ID);
m_Name = character.Name;
m_UnapprovedName = character.PendingName;
m_NameRejected = character.NameRejected;
m_PropertyCloneID = character.PropertyCloneID;
m_PermissionMap = character.PermissionMap;
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// Load the xmlData now
m_XMLData = Database::Connection->GetCharacterXMLByID(m_ID);
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
DoQuickXMLDataParse();
//Set our objectID:
m_ObjectID = m_ID;
GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
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m_ParentUser = parentUser;
m_OurEntity = nullptr;
m_BuildMode = false;
}
Character::~Character() {
delete m_Doc;
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m_Doc = nullptr;
}
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void Character::UpdateFromDatabase() {
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// Load the character
auto character = Database::Connection->GetCharacterByID(m_ID);
m_Name = character.Name;
m_UnapprovedName = character.PendingName;
m_NameRejected = character.NameRejected;
m_PropertyCloneID = character.PropertyCloneID;
m_PermissionMap = character.PermissionMap;
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// Load the xmlData now
m_XMLData = Database::Connection->GetCharacterXMLByID(m_ID);
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
delete m_Doc;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
DoQuickXMLDataParse();
//Set our objectID:
m_ObjectID = m_ID;
GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
m_OurEntity = nullptr;
m_BuildMode = false;
}
void Character::DoQuickXMLDataParse() {
if (m_XMLData.size() == 0) return;
delete m_Doc;
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m_Doc = new tinyxml2::XMLDocument();
if (!m_Doc) return;
if (m_Doc->Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) {
Game::logger->Log("Character", "Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
} else {
Game::logger->Log("Character", "Failed to load xmlData!");
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//Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true);
return;
}
tinyxml2::XMLElement* mf = m_Doc->FirstChildElement("obj")->FirstChildElement("mf");
if (!mf) {
Game::logger->Log("Character", "Failed to find mf tag!");
return;
}
mf->QueryAttribute("hc", &m_HairColor);
mf->QueryAttribute("hs", &m_HairStyle);
mf->QueryAttribute("t", &m_ShirtColor);
mf->QueryAttribute("l", &m_PantsColor);
mf->QueryAttribute("lh", &m_LeftHand);
mf->QueryAttribute("rh", &m_RightHand);
mf->QueryAttribute("es", &m_Eyebrows);
mf->QueryAttribute("ess", &m_Eyes);
mf->QueryAttribute("ms", &m_Mouth);
tinyxml2::XMLElement* inv = m_Doc->FirstChildElement("obj")->FirstChildElement("inv");
if (!inv) {
Game::logger->Log("Character", "Char has no inv!");
return;
}
tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in");
if (!bag) {
Game::logger->Log("Character", "Couldn't find bag0!");
return;
}
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while (bag != nullptr) {
auto* sib = bag->FirstChildElement();
while (sib != nullptr) {
bool eq = false;
sib->QueryAttribute("eq", &eq);
LOT lot = 0;
sib->QueryAttribute("l", &lot);
if (eq) {
if (lot != 0) m_EquippedItems.push_back(lot);
}
sib = sib->NextSiblingElement();
}
bag = bag->NextSiblingElement();
}
tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char");
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if (character) {
character->QueryAttribute("cc", &m_Coins);
int32_t gm_level = 0;
character->QueryAttribute("gm", &gm_level);
m_GMLevel = static_cast<eGameMasterLevel>(gm_level);
uint64_t lzidConcat = 0;
if (character->FindAttribute("lzid")) {
character->QueryAttribute("lzid", &lzidConcat);
m_ZoneID = lzidConcat & ((1 << 16) - 1);
m_ZoneInstanceID = (lzidConcat >> 16) & ((1 << 16) - 1);
m_ZoneCloneID = (lzidConcat >> 32) & ((1 << 30) - 1);
}
//Darwin's backup
if (character->FindAttribute("lwid")) {
uint32_t worldID = 0;
character->QueryAttribute("lwid", &worldID);
m_ZoneID = worldID;
}
if (character->FindAttribute("lnzid")) {
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uint32_t lastNonInstanceZoneID = 0;
character->QueryAttribute("lnzid", &lastNonInstanceZoneID);
m_LastNonInstanceZoneID = lastNonInstanceZoneID;
}
if (character->FindAttribute("tscene")) {
const char* tscene = nullptr;
character->QueryStringAttribute("tscene", &tscene);
m_TargetScene = std::string(tscene);
}
//To try and fix the AG landing into:
if (m_ZoneID == 1000 && Game::server->GetZoneID() == 1100) {
//sneakily insert our position:
auto pos = Game::zoneManager->GetZone()->GetSpawnPos();
character->SetAttribute("lzx", pos.x);
character->SetAttribute("lzy", pos.y);
character->SetAttribute("lzz", pos.z);
}
auto emotes = character->FirstChildElement("ue");
if (emotes) {
auto currentChild = emotes->FirstChildElement();
while (currentChild) {
int emoteID;
currentChild->QueryAttribute("id", &emoteID);
m_UnlockedEmotes.push_back(emoteID);
currentChild = currentChild->NextSiblingElement();
}
}
character->QueryAttribute("lzx", &m_OriginalPosition.x);
character->QueryAttribute("lzy", &m_OriginalPosition.y);
character->QueryAttribute("lzz", &m_OriginalPosition.z);
character->QueryAttribute("lzrx", &m_OriginalRotation.x);
character->QueryAttribute("lzry", &m_OriginalRotation.y);
character->QueryAttribute("lzrz", &m_OriginalRotation.z);
character->QueryAttribute("lzrw", &m_OriginalRotation.w);
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}
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auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
if (flags) {
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
const auto* temp = currentChild->Attribute("v");
const auto* id = currentChild->Attribute("id");
if (temp && id) {
uint32_t index = 0;
uint64_t value = 0;
index = std::stoul(id);
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
}
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currentChild = currentChild->NextSiblingElement();
}
}
}
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void Character::UnlockEmote(int emoteID) {
m_UnlockedEmotes.push_back(emoteID);
GameMessages::SendSetEmoteLockState(Game::entityManager->GetEntity(m_ObjectID), false, emoteID);
}
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void Character::SetBuildMode(bool buildMode) {
m_BuildMode = buildMode;
auto* controller = Game::zoneManager->GetZoneControlObject();
controller->OnFireEventServerSide(m_OurEntity, buildMode ? "OnBuildModeEnter" : "OnBuildModeLeave");
}
void Character::SaveXMLToDatabase() {
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if (!m_Doc) return;
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//For metrics, we'll record the time it took to save:
auto start = std::chrono::system_clock::now();
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tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char");
if (character) {
character->SetAttribute("gm", static_cast<uint32_t>(m_GMLevel));
character->SetAttribute("cc", m_Coins);
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
uint64_t lzidConcat = zoneInfo.GetCloneID();
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
character->SetAttribute("lzid", lzidConcat);
character->SetAttribute("lnzid", GetLastNonInstanceZoneID());
//Darwin's backup:
character->SetAttribute("lwid", Game::server->GetZoneID());
// Set the target scene, custom attribute
character->SetAttribute("tscene", m_TargetScene.c_str());
}
auto emotes = character->FirstChildElement("ue");
if (!emotes) emotes = m_Doc->NewElement("ue");
emotes->DeleteChildren();
for (int emoteID : m_UnlockedEmotes) {
auto emote = m_Doc->NewElement("e");
emote->SetAttribute("id", emoteID);
emotes->LinkEndChild(emote);
}
character->LinkEndChild(emotes);
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}
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//Export our flags:
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
if (!flags) {
flags = m_Doc->NewElement("flag"); //Create a flags tag if we don't have one
m_Doc->FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
}
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flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
for (std::pair<uint32_t, uint64_t> flag : m_PlayerFlags) {
auto* f = m_Doc->NewElement("f");
f->SetAttribute("id", flag.first);
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//Because of the joy that is tinyxml2, it doesn't offer a function to set a uint64 as an attribute.
//Only signed 64-bits ints would work.
std::string v = std::to_string(flag.second);
f->SetAttribute("v", v.c_str());
flags->LinkEndChild(f);
}
// Prevents the news feed from showing up on world transfers
if (GetPlayerFlag(ePlayerFlag::IS_NEWS_SCREEN_VISIBLE)) {
auto* s = m_Doc->NewElement("s");
s->SetAttribute("si", ePlayerFlag::IS_NEWS_SCREEN_VISIBLE);
flags->LinkEndChild(s);
}
SaveXmlRespawnCheckpoints();
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//Call upon the entity to update our xmlDoc:
if (!m_OurEntity) {
Game::logger->Log("Character", "%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
return;
}
m_OurEntity->UpdateXMLDoc(m_Doc);
WriteToDatabase();
//For metrics, log the time it took to save:
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed = end - start;
Game::logger->Log("Character", "%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
}
void Character::SetIsNewLogin() {
// If we dont have a flag element, then we cannot have a s element as a child of flag.
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
if (!flags) return;
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
if (currentChild->Attribute("si")) {
flags->DeleteChild(currentChild);
Game::logger->Log("Character", "Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
WriteToDatabase();
}
currentChild = currentChild->NextSiblingElement();
}
}
void Character::WriteToDatabase() {
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// Dump our xml into m_XMLData:
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auto* printer = new tinyxml2::XMLPrinter(0, true, 0);
m_Doc->Print(printer);
m_XMLData = printer->CStr();
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// Save to DB
Database::Connection->WriteCharacterXMl(m_ID, m_XMLData);
}
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
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if (value) {
// Update the mission component:
auto* player = Game::entityManager->GetEntity(m_ObjectID);
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if (player != nullptr) {
auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
}
}
}
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// Calculate the index first
auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto shiftedValue = 1ULL << flagId % 64;
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auto it = m_PlayerFlags.find(flagIndex);
// Check if flag index exists
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if (it != m_PlayerFlags.end()) {
// Update the value
if (value) {
it->second |= shiftedValue;
} else {
it->second &= ~shiftedValue;
}
} else {
if (value) {
// Otherwise, insert the value
uint64_t flagValue = 0;
flagValue |= shiftedValue;
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m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
}
}
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// Notify the client that a flag has changed server-side
GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
}
bool Character::GetPlayerFlag(const uint32_t flagId) const {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
if (it != m_PlayerFlags.end()) {
// Don't set the data if we don't have to
return (it->second & shiftedValue) != 0;
}
return false; //by def, return false.
}
void Character::SetRetroactiveFlags() {
// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
}
}
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void Character::SaveXmlRespawnCheckpoints() {
//Export our respawn points:
auto* points = m_Doc->FirstChildElement("obj")->FirstChildElement("res");
if (!points) {
points = m_Doc->NewElement("res");
m_Doc->FirstChildElement("obj")->LinkEndChild(points);
}
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points->DeleteChildren();
for (const auto& point : m_WorldRespawnCheckpoints) {
auto* r = m_Doc->NewElement("r");
r->SetAttribute("w", point.first);
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r->SetAttribute("x", point.second.x);
r->SetAttribute("y", point.second.y);
r->SetAttribute("z", point.second.z);
points->LinkEndChild(r);
}
}
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void Character::LoadXmlRespawnCheckpoints() {
m_WorldRespawnCheckpoints.clear();
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auto* points = m_Doc->FirstChildElement("obj")->FirstChildElement("res");
if (!points) {
return;
}
auto* r = points->FirstChildElement("r");
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while (r != nullptr) {
int32_t map = 0;
NiPoint3 point = NiPoint3::ZERO;
r->QueryAttribute("w", &map);
r->QueryAttribute("x", &point.x);
r->QueryAttribute("y", &point.y);
r->QueryAttribute("z", &point.z);
r = r->NextSiblingElement("r");
m_WorldRespawnCheckpoints[map] = point;
}
}
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void Character::OnZoneLoad() {
if (m_OurEntity == nullptr) {
return;
}
auto* missionComponent = m_OurEntity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
// Fix the monument race flag
if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
}
}
const auto maxGMLevel = m_ParentUser->GetMaxGMLevel();
// This does not apply to the GMs
if (maxGMLevel > eGameMasterLevel::CIVILIAN) {
return;
}
/**
* Restrict old character to 1 million coins
*/
if (HasPermission(ePermissionMap::Old)) {
if (GetCoins() > 1000000) {
SetCoins(1000000, eLootSourceType::NONE);
}
}
auto* inventoryComponent = m_OurEntity->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
// Remove all GM items
for (const auto lot : Inventory::GetAllGMItems()) {
inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot));
}
}
ePermissionMap Character::GetPermissionMap() const {
return m_PermissionMap;
}
bool Character::HasPermission(ePermissionMap permission) const {
return (static_cast<uint64_t>(m_PermissionMap) & static_cast<uint64_t>(permission)) != 0;
}
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void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) {
m_WorldRespawnCheckpoints[map] = point;
}
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const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const {
const auto& pair = m_WorldRespawnCheckpoints.find(map);
if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3::ZERO;
return pair->second;
}
void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
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if (newCoins < 0) {
newCoins = 0;
}
m_Coins = newCoins;
GameMessages::SendSetCurrency(Game::entityManager->GetEntity(m_ObjectID), m_Coins, 0, 0, 0, 0, true, lootSource);
}
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bool Character::HasBeenToWorld(LWOMAPID mapID) const {
return m_WorldRespawnCheckpoints.find(mapID) != m_WorldRespawnCheckpoints.end();
}
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void Character::SendMuteNotice() const {
if (!m_ParentUser->GetIsMuted()) return;
time_t expire = m_ParentUser->GetMuteExpire();
char buffer[32] = "brought up for review.\0";
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if (expire != 1) {
std::tm* ptm = std::localtime(&expire);
// Format: Mo, 15.06.2009 20:20:00
std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm);
}
const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer));
ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr);
}
void Character::SetBillboardVisible(bool visible) {
if (m_BillboardVisible == visible) return;
m_BillboardVisible = visible;
GameMessages::SendSetNamebillboardState(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
if (!visible) return;
// The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component.
// Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way
// This workaround involves sending an unrelated GameMessage that does not apply to player entites,
// but forces the client to create the necessary SubComponent that controls the billboard.
GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
// Now turn off the billboard for the owner.
GameMessages::SendSetNamebillboardState(m_OurEntity->GetSystemAddress(), m_OurEntity->GetObjectID());
}