DarkflameServer/dGame/dComponents/RocketLaunchLupComponent.cpp

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#include "RocketLaunchLupComponent.h"
#include "CDClientDatabase.h"
#include "RocketLaunchpadControlComponent.h"
#include "InventoryComponent.h"
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#include "CharacterComponent.h"
RocketLaunchLupComponent::RocketLaunchLupComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
// get the lup worlds from the cdclient
std::string query = "SELECT * FROM LUPZoneIDs;";
auto results = CDClientDatabase::ExecuteQuery(query);
while (!results.eof()) {
// fallback to 1600 incase there is an issue
m_LUPWorlds.push_back(results.getIntField(0, 1600));
results.nextRow();
}
results.finalize();
}
RocketLaunchLupComponent::~RocketLaunchLupComponent() {}
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void RocketLaunchLupComponent::OnUse(Entity* originator) {
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) return;
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// the LUP world menu is just the property menu, the client knows how to handle it
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
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}
void RocketLaunchLupComponent::OnSelectWorld(Entity* originator, uint32_t index) {
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// Add one to index because the actual LUP worlds start at index 1.
index++;
auto* rocketLaunchpadControlComponent = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
rocketLaunchpadControlComponent->Launch(originator, m_LUPWorlds[index], 0);
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}