most of gameplay tab works

This commit is contained in:
David Markowitz
2025-03-31 21:30:33 -07:00
parent c490d45fe0
commit 0278123a0c
12 changed files with 199 additions and 61 deletions

View File

@@ -4954,54 +4954,6 @@ void GameMessages::HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* e
quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
}
void GameMessages::HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bIsMultiInteractUse = false;
unsigned int multiInteractID;
int multiInteractType;
bool secondary;
LWOOBJID objectID;
inStream.Read(bIsMultiInteractUse);
inStream.Read(multiInteractID);
inStream.Read(multiInteractType);
inStream.Read(objectID);
inStream.Read(secondary);
Entity* interactedObject = Game::entityManager->GetEntity(objectID);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", objectID);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity->GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(entity, multiInteractID);
}
} else {
interactedObject->OnUse(entity);
}
} else {
interactedObject->OnUse(entity);
}
//Perform use task if possible:
auto missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) {
int emoteID;
LWOOBJID targetID;
@@ -6443,4 +6395,51 @@ namespace GameMessages {
auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
if (handlingEntity) handlingEntity->HandleMsg(*this);
}
bool RequestUse::Deserialize(RakNet::BitStream& stream) {
if (!stream.Read(bIsMultiInteractUse)) return false;
if (!stream.Read(multiInteractID)) return false;
if (!stream.Read(multiInteractType)) return false;
if (!stream.Read(object)) return false;
if (!stream.Read(secondary)) return false;
return true;
}
void RequestUse::Handle(Entity& entity, const SystemAddress& sysAddr) {
Entity* interactedObject = Game::entityManager->GetEntity(object);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", object);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity.GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(&entity, multiInteractID);
}
} else {
interactedObject->OnUse(&entity);
}
} else {
interactedObject->OnUse(&entity);
}
interactedObject->HandleMsg(*this);
//Perform use task if possible:
auto missionComponent = entity.GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
}