mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 10:14:06 +00:00
Public release of the DLU server code!
Have fun!
This commit is contained in:
92
dGame/dUtilities/BrickDatabase.cpp
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92
dGame/dUtilities/BrickDatabase.cpp
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@@ -0,0 +1,92 @@
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#include <sstream>
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#include <fstream>
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#include "BrickDatabase.h"
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#include "Game.h"
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std::vector<Brick> BrickDatabase::emptyCache {};
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BrickDatabase* BrickDatabase::m_Address = nullptr;
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BrickDatabase::BrickDatabase() = default;
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BrickDatabase::~BrickDatabase() = default;
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std::vector<Brick>& BrickDatabase::GetBricks(const std::string& lxfmlPath)
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{
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const auto cached = m_Cache.find(lxfmlPath);
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if (cached != m_Cache.end()) {
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return cached->second;
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}
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std::ifstream file(lxfmlPath);
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if (!file.good()) {
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return emptyCache;
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}
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std::stringstream data;
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data << file.rdbuf();
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if (data.str().empty()) {
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return emptyCache;
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}
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auto* doc = new tinyxml2::XMLDocument();
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if (doc->Parse(data.str().c_str(), data.str().size()) != 0) {
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delete doc;
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return emptyCache;
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}
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std::vector<Brick> parts;
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auto* lxfml = doc->FirstChildElement("LXFML");
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auto* bricks = lxfml->FirstChildElement("Bricks");
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std::string searchTerm = "Brick";
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if (!bricks) {
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searchTerm = "Part";
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bricks = lxfml->FirstChildElement("Scene")->FirstChildElement("Model")->FirstChildElement("Group");
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if (!bricks) {
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return emptyCache;
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}
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}
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auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
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while (currentBrick != nullptr) {
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auto* part = currentBrick->FirstChildElement("Part");
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if (part == nullptr) part = currentBrick;
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if (part->Attribute("designID") != nullptr) {
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Brick brick { static_cast<uint32_t>(part->IntAttribute("designID")) };
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// Depends on the file, some don't specify a list but just a single material
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const auto* materialList = part->Attribute("materials");
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const auto* materialID = part->Attribute("materialID");
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if (materialList != nullptr) {
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std::string materialString(materialList);
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const auto materials = GeneralUtils::SplitString(materialString, ',');
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if (!materials.empty()) {
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brick.materialID = std::stoi(materials[0]);
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} else {
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brick.materialID = 0;
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}
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} else if (materialID != nullptr) {
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brick.materialID = std::stoi(materialID);
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} else {
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brick.materialID = 0; // This is bad, makes it so the minigame can't be played
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}
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parts.push_back(brick);
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}
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currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
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}
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m_Cache[lxfmlPath] = parts;
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delete doc;
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return m_Cache[lxfmlPath];
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}
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31
dGame/dUtilities/BrickDatabase.h
Normal file
31
dGame/dUtilities/BrickDatabase.h
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@@ -0,0 +1,31 @@
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#pragma once
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#include "Entity.h"
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class BrickDatabase
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{
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public:
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static BrickDatabase* Instance()
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{
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if (m_Address == nullptr)
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{
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m_Address = new BrickDatabase();
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}
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return m_Address;
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}
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std::vector<Brick>& GetBricks(const std::string& lxfmlPath);
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explicit BrickDatabase();
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~BrickDatabase();
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private:
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std::unordered_map<std::string, std::vector<Brick>> m_Cache;
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static std::vector<Brick> emptyCache;
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static BrickDatabase* m_Address; //For singleton method
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/* data */
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};
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27
dGame/dUtilities/GUID.cpp
Normal file
27
dGame/dUtilities/GUID.cpp
Normal file
@@ -0,0 +1,27 @@
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#include "GUID.h"
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GUID::GUID(const std::string &guid) {
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sscanf(guid.c_str(),
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"{%8x-%4hx-%4hx-%2hhx%2hhx-%2hhx%2hhx%2hhx%2hhx%2hhx%2hhx}",
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&this->data1, &this->data2, &this->data3,
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&this->data4[0], &this->data4[1], &this->data4[2], &this->data4[3],
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&this->data4[4], &this->data4[5], &this->data4[6], &this->data4[7]);
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}
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uint32_t GUID::GetData1() const {
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return data1;
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}
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uint16_t GUID::GetData2() const {
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return data2;
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}
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uint16_t GUID::GetData3() const {
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return data3;
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}
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std::array<uint8_t, 8> GUID::GetData4() const {
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return data4;
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}
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GUID::GUID() = default;
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19
dGame/dUtilities/GUID.h
Normal file
19
dGame/dUtilities/GUID.h
Normal file
@@ -0,0 +1,19 @@
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#pragma once
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#include <cstdint>
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#include <string>
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#include <array>
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class GUID {
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public:
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explicit GUID();
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explicit GUID(const std::string& guid);
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uint32_t GetData1() const;
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uint16_t GetData2() const;
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uint16_t GetData3() const;
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std::array<uint8_t, 8> GetData4() const;
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private:
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uint32_t data1 = 0;
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uint16_t data2 = 0;
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uint16_t data3 = 0;
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std::array<uint8_t, 8> data4 = { 0, 0, 0, 0, 0, 0, 0, 0};
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};
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50
dGame/dUtilities/GameConfig.cpp
Normal file
50
dGame/dUtilities/GameConfig.cpp
Normal file
@@ -0,0 +1,50 @@
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#include "GameConfig.h"
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#include <sstream>
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std::map<std::string, std::string> GameConfig::m_Config {};
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std::string GameConfig::m_EmptyString {};
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void GameConfig::Load(const std::string& filepath) {
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m_EmptyString = "";
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std::ifstream in(filepath);
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if (!in.good()) return;
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std::string line;
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while (std::getline(in, line)) {
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if (line.length() > 0) {
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if (line[0] != '#') ProcessLine(line);
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}
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}
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}
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const std::string& GameConfig::GetValue(const std::string& key) {
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const auto& it = m_Config.find(key);
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if (it != m_Config.end()) {
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return it->second;
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}
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return m_EmptyString;
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}
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void GameConfig::SetValue(const std::string& key, const std::string& value) {
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m_Config.insert_or_assign(key, value);
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}
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void GameConfig::ProcessLine(const std::string& line) {
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std::stringstream ss(line);
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std::string segment;
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std::vector<std::string> seglist;
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while (std::getline(ss, segment, '=')) {
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seglist.push_back(segment);
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}
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if (seglist.size() != 2) return;
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//Make sure that on Linux, we remove special characters:
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if (!seglist[1].empty() && seglist[1][seglist[1].size() - 1] == '\r')
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seglist[1].erase(seglist[1].size() - 1);
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m_Config.insert_or_assign(seglist[0], seglist[1]);
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}
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38
dGame/dUtilities/GameConfig.h
Normal file
38
dGame/dUtilities/GameConfig.h
Normal file
@@ -0,0 +1,38 @@
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#pragma once
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#include <fstream>
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#include <string>
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#include <vector>
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#include <map>
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#include "GeneralUtils.h"
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class GameConfig {
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public:
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static void Load(const std::string& filepath);
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static const std::string& GetValue(const std::string& key);
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static void SetValue(const std::string& key, const std::string& value);
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template <typename T>
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static T GetValue(const std::string& key) {
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T value;
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if (GeneralUtils::TryParse(GetValue(key), value)) {
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return value;
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}
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return T();
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}
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template <typename T>
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static void SetValue(const std::string& key, const T& value) {
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SetValue(key, std::to_string(value));
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}
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private:
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static void ProcessLine(const std::string& line);
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static std::map<std::string, std::string> m_Config;
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static std::string m_EmptyString;
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};
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384
dGame/dUtilities/Loot.cpp
Normal file
384
dGame/dUtilities/Loot.cpp
Normal file
@@ -0,0 +1,384 @@
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#include "Loot.h"
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#include "GameMessages.h"
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#include "CDClientManager.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "SimplePhysicsComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "DestroyableComponent.h"
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "TeamManager.h"
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#include <algorithm>
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std::vector<CDLootTable> Loot::GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity) {
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std::vector<CDLootTable> refinedLoot;
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for (auto loot : lootTable) {
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CDItemComponent item = Inventory::FindItemComponent(loot.itemid);
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if (item.rarity == rarity) {
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refinedLoot.push_back(loot);
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}
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else if (item.rarity == 0) {
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refinedLoot.push_back(loot); // powerups
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}
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}
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return refinedLoot;
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}
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void Loot::GiveLoot(Entity* user, uint32_t lootMatrixID) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> result {};
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CalculateLootMatrix(lootMatrixID, user, result);
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GiveLoot(user, result);
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}
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void Loot::DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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std::unordered_map<LOT, int32_t> result {};
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CalculateLootMatrix(lootMatrixID, user, result);
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DropLoot(user, killedObject, result, minCoins, maxCoins);
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}
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void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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||||
}
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for (const auto& pair : result) {
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inventoryComponent->AddItem(pair.first, pair.second);
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}
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}
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||||
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void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
||||
|
||||
if (inventoryComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto spawnPosition = killedObject->GetPosition();
|
||||
|
||||
const auto source = killedObject->GetObjectID();
|
||||
|
||||
for (const auto& pair : result) {
|
||||
for (int i = 0; i < pair.second; ++i) {
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||||
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
||||
|
||||
GameMessages::SendDropClientLoot(user, source, LOT_NULL, coins, spawnPosition);
|
||||
}
|
||||
|
||||
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
||||
{
|
||||
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
||||
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
||||
|
||||
const CDActivityRewards* selectedReward = nullptr;
|
||||
for (const auto& activityReward : activityRewards)
|
||||
{
|
||||
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
|
||||
{
|
||||
selectedReward = &activityReward;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedReward == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t minCoins = 0;
|
||||
uint32_t maxCoins = 0;
|
||||
|
||||
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
||||
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
||||
|
||||
if (currencyTable.size() > 0) {
|
||||
minCoins = currencyTable[0].minvalue;
|
||||
maxCoins = currencyTable[0].maxvalue;
|
||||
}
|
||||
|
||||
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
void Loot::GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
||||
{
|
||||
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
||||
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
||||
|
||||
const CDActivityRewards* selectedReward = nullptr;
|
||||
for (const auto& activityReward : activityRewards)
|
||||
{
|
||||
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
|
||||
{
|
||||
selectedReward = &activityReward;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedReward == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t minCoins = 0;
|
||||
uint32_t maxCoins = 0;
|
||||
|
||||
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
||||
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
||||
|
||||
if (currencyTable.size() > 0) {
|
||||
minCoins = currencyTable[0].minvalue;
|
||||
maxCoins = currencyTable[0].maxvalue;
|
||||
}
|
||||
|
||||
Loot::GiveLoot(user, selectedReward->LootMatrixIndex);
|
||||
|
||||
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
||||
|
||||
auto* charactert = user->GetCharacter();
|
||||
|
||||
charactert->SetCoins(charactert->GetCoins() + coins);
|
||||
}
|
||||
|
||||
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
|
||||
{
|
||||
user = user->GetOwner();
|
||||
|
||||
auto* missionComponent = user->GetComponent<MissionComponent>();
|
||||
|
||||
// Get our loot for this LOT's lootMatrixID:
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
|
||||
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
|
||||
|
||||
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
|
||||
|
||||
// Now, loop through each entry
|
||||
for (uint32_t i = 0; i < lootMatrix.size(); ++i) {
|
||||
// Now, determine whether or not we should drop this
|
||||
float chanceToDrop = 1.0 - lootMatrix[i].percent;
|
||||
float shouldDrop = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
|
||||
const auto rarityTableIndex = lootMatrix[i].RarityTableIndex;
|
||||
|
||||
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
|
||||
|
||||
std::sort(rarityTable.begin(), rarityTable.end());
|
||||
|
||||
if (shouldDrop < chanceToDrop) {
|
||||
// We are not able to drop this item, so continue
|
||||
continue;
|
||||
}
|
||||
|
||||
// If we reached here, we are able to drop the item
|
||||
uint32_t minToDrop = lootMatrix[i].minToDrop;
|
||||
uint32_t maxToDrop = lootMatrix[i].maxToDrop;
|
||||
|
||||
// Now determine the number we will drop of items from this table
|
||||
uint32_t numToDrop = GeneralUtils::GenerateRandomNumber<uint32_t>(minToDrop, maxToDrop);
|
||||
|
||||
// Now, query the loot matrix index
|
||||
const auto lootTableIndex = lootMatrix[i].LootTableIndex;
|
||||
|
||||
std::vector<CDLootTable> lootTable = lootTableTable->Query([lootTableIndex](CDLootTable entry) { return (entry.LootTableIndex == lootTableIndex); });
|
||||
|
||||
// Now randomize these entries
|
||||
if (lootTable.size() > 1) {
|
||||
std::shuffle(std::begin(lootTable), std::end(lootTable), Game::randomEngine);
|
||||
}
|
||||
|
||||
uint32_t addedItems = 0;
|
||||
|
||||
if (lootTable.empty()) continue;
|
||||
|
||||
while (addedItems < numToDrop) {
|
||||
addedItems++;
|
||||
|
||||
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
|
||||
// im sorry
|
||||
uint32_t highestRarity = 1; // LOOT_COMMON
|
||||
float highestRandMax = 0.0f;
|
||||
for (const auto& rarity : rarityTable) {
|
||||
if (rarityRoll > rarity.randmax && rarity.randmax > highestRandMax) {
|
||||
highestRandMax = rarity.randmax;
|
||||
highestRarity = rarity.rarity + 1;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<CDLootTable> refinedLoot;
|
||||
|
||||
if (lootTable.size() == 1)
|
||||
{
|
||||
refinedLoot = lootTable;
|
||||
}
|
||||
else
|
||||
{
|
||||
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
||||
|
||||
bool continueLoop = false;
|
||||
while (refinedLoot.empty())
|
||||
{
|
||||
if (highestRarity == 1)
|
||||
{
|
||||
continueLoop = true;
|
||||
break;
|
||||
}
|
||||
|
||||
highestRarity -= 1;
|
||||
|
||||
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
||||
|
||||
if (!refinedLoot.empty())
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (continueLoop) continue;
|
||||
}
|
||||
|
||||
int randomTable = GeneralUtils::GenerateRandomNumber<int>(0, refinedLoot.size() - 1);
|
||||
|
||||
const auto& selectedTable = refinedLoot[randomTable];
|
||||
|
||||
uint32_t itemLOT = selectedTable.itemid;
|
||||
bool isMissionItem = selectedTable.MissionDrop;
|
||||
|
||||
if (isMissionItem && missionComponent != nullptr)
|
||||
{
|
||||
// TODO: this executes a query in a hot path, might be worth refactoring away
|
||||
if (!missionComponent->RequiresItem(itemLOT))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (lootTable.size() > numToDrop)
|
||||
{
|
||||
for (size_t i = 0; i < lootTable.size(); i++)
|
||||
{
|
||||
if (lootTable[i].id == selectedTable.id)
|
||||
{
|
||||
lootTable.erase(lootTable.begin() + i);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const auto& it = result.find(itemLOT);
|
||||
if (it != result.end()) {
|
||||
it->second++;
|
||||
}
|
||||
else {
|
||||
result.emplace(itemLOT, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int32_t tokenCount = 0;
|
||||
|
||||
const auto& tokens = result.find(13763);
|
||||
|
||||
if (tokens != result.end()) {
|
||||
tokenCount = tokens->second;
|
||||
|
||||
result.erase(tokens);
|
||||
}
|
||||
|
||||
if (tokenCount == 0 || user == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (missionComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
LOT tokenId = -1;
|
||||
|
||||
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE) // "Join Assembly!"
|
||||
{
|
||||
tokenId = 8318; // "Assembly Token"
|
||||
}
|
||||
|
||||
if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE) // "Join Venture League!"
|
||||
{
|
||||
tokenId = 8321; // "Venture League Token"
|
||||
}
|
||||
|
||||
if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE) // "Join The Sentinels!"
|
||||
{
|
||||
tokenId = 8319; // "Sentinels Token"
|
||||
}
|
||||
|
||||
if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE) // "Join Paradox!"
|
||||
{
|
||||
tokenId = 8320; // "Paradox Token"
|
||||
}
|
||||
|
||||
if (tokenId != -1)
|
||||
{
|
||||
result.emplace(tokenId, tokenCount);
|
||||
}
|
||||
}
|
||||
|
||||
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
|
||||
{
|
||||
if (sourceObject == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const auto sourceID = sourceObject->GetObjectID();
|
||||
const auto sourcePosition = sourceObject->GetPosition();
|
||||
|
||||
// If useTeam, drop the item once for each team member.
|
||||
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
||||
|
||||
if (team != nullptr && useTeam)
|
||||
{
|
||||
for (const auto& memberID : team->members)
|
||||
{
|
||||
// Get the team member from its ID.
|
||||
auto* member = EntityManager::Instance()->GetEntity(memberID);
|
||||
|
||||
if (member == nullptr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Drop the item.
|
||||
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
|
||||
}
|
31
dGame/dUtilities/Loot.h
Normal file
31
dGame/dUtilities/Loot.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include "dCommonVars.h"
|
||||
#include <vector>
|
||||
#include "CDClientManager.h"
|
||||
class Entity;
|
||||
|
||||
namespace Loot {
|
||||
struct Info {
|
||||
LWOOBJID id;
|
||||
LOT lot;
|
||||
uint32_t count;
|
||||
};
|
||||
|
||||
std::vector<CDLootTable> GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity);
|
||||
|
||||
void DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
|
||||
void GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
|
||||
void CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result);
|
||||
|
||||
void GiveLoot(Entity* user, uint32_t lootMatrixID);
|
||||
|
||||
void DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins);
|
||||
|
||||
void GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result);
|
||||
|
||||
void DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
|
||||
|
||||
void DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam = false, bool freeForAll = false);
|
||||
};
|
473
dGame/dUtilities/Mail.cpp
Normal file
473
dGame/dUtilities/Mail.cpp
Normal file
@@ -0,0 +1,473 @@
|
||||
#include "Mail.h"
|
||||
#include <functional>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
#include <regex>
|
||||
#include <time.h>
|
||||
#include <future>
|
||||
|
||||
#include "GeneralUtils.h"
|
||||
#include "Database.h"
|
||||
#include "Game.h"
|
||||
#include "dServer.h"
|
||||
#include "Entity.h"
|
||||
#include "Character.h"
|
||||
#include "PacketUtils.h"
|
||||
#include "dMessageIdentifiers.h"
|
||||
#include "dLogger.h"
|
||||
#include "EntityManager.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "Item.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "ChatPackets.h"
|
||||
#include "Character.h"
|
||||
|
||||
void Mail::SendMail(const Entity* recipient, const std::string& subject, const std::string& body, const LOT attachment,
|
||||
const uint16_t attachmentCount)
|
||||
{
|
||||
SendMail(
|
||||
LWOOBJID_EMPTY,
|
||||
ServerName,
|
||||
recipient->GetObjectID(),
|
||||
recipient->GetCharacter()->GetName(),
|
||||
subject,
|
||||
body,
|
||||
attachment,
|
||||
attachmentCount,
|
||||
recipient->GetSystemAddress()
|
||||
);
|
||||
}
|
||||
|
||||
void Mail::SendMail(const LWOOBJID recipient, const std::string& recipientName, const std::string& subject,
|
||||
const std::string& body, const LOT attachment, const uint16_t attachmentCount, const SystemAddress& sysAddr)
|
||||
{
|
||||
SendMail(
|
||||
LWOOBJID_EMPTY,
|
||||
ServerName,
|
||||
recipient,
|
||||
recipientName,
|
||||
subject,
|
||||
body,
|
||||
attachment,
|
||||
attachmentCount,
|
||||
sysAddr
|
||||
);
|
||||
}
|
||||
|
||||
void Mail::SendMail(const LWOOBJID sender, const std::string& senderName, const Entity* recipient, const std::string& subject,
|
||||
const std::string& body, const LOT attachment, const uint16_t attachmentCount)
|
||||
{
|
||||
SendMail(
|
||||
sender,
|
||||
senderName,
|
||||
recipient->GetObjectID(),
|
||||
recipient->GetCharacter()->GetName(),
|
||||
subject,
|
||||
body,
|
||||
attachment,
|
||||
attachmentCount,
|
||||
recipient->GetSystemAddress()
|
||||
);
|
||||
}
|
||||
|
||||
void Mail::SendMail(const LWOOBJID sender, const std::string& senderName, LWOOBJID recipient,
|
||||
const std::string& recipientName, const std::string& subject, const std::string& body, const LOT attachment,
|
||||
const uint16_t attachmentCount, const SystemAddress& sysAddr)
|
||||
{
|
||||
auto* ins = Database::CreatePreppedStmt("INSERT INTO `mail`(`sender_id`, `sender_name`, `receiver_id`, `receiver_name`, `time_sent`, `subject`, `body`, `attachment_id`, `attachment_lot`, `attachment_subkey`, `attachment_count`, `was_read`) VALUES (?,?,?,?,?,?,?,?,?,?,?,0)");
|
||||
|
||||
ins->setUInt(1, sender);
|
||||
ins->setString(2, senderName);
|
||||
ins->setUInt(3, recipient);
|
||||
ins->setString(4, recipientName.c_str());
|
||||
ins->setUInt64(5, time(nullptr));
|
||||
ins->setString(6, subject);
|
||||
ins->setString(7, body);
|
||||
ins->setUInt(8, 0);
|
||||
ins->setInt(9, attachment);
|
||||
ins->setInt(10, 0);
|
||||
ins->setInt(11, attachmentCount);
|
||||
ins->execute();
|
||||
|
||||
delete ins;
|
||||
|
||||
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return; // TODO: Echo to chat server
|
||||
|
||||
SendNotification(sysAddr, 1); //Show the "one new mail" message
|
||||
}
|
||||
|
||||
//Because we need it:
|
||||
std::string ReadWStringAsString(RakNet::BitStream* bitStream, uint32_t size) {
|
||||
std::string toReturn = "";
|
||||
uint8_t buffer;
|
||||
bool isFinishedReading = false;
|
||||
|
||||
for (uint32_t i = 0; i < size; ++i) {
|
||||
bitStream->Read(buffer);
|
||||
if (!isFinishedReading) toReturn.push_back(buffer);
|
||||
if (buffer == '\0') isFinishedReading = true; //so we don't continue to read garbage as part of the string.
|
||||
bitStream->Read(buffer); //Read the null term
|
||||
}
|
||||
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
void WriteStringAsWString(RakNet::BitStream* bitStream, std::string str, uint32_t size) {
|
||||
uint32_t sizeToFill = size - str.size();
|
||||
|
||||
for (uint32_t i = 0; i < str.size(); ++i) {
|
||||
bitStream->Write(str[i]);
|
||||
bitStream->Write(uint8_t(0));
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < sizeToFill; ++i) {
|
||||
bitStream->Write(uint16_t(0));
|
||||
}
|
||||
}
|
||||
|
||||
void Mail::HandleMailStuff(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* entity) {
|
||||
int mailStuffID = 0;
|
||||
packet->Read(mailStuffID);
|
||||
|
||||
std::async(std::launch::async, [packet, &sysAddr, entity, mailStuffID]() {
|
||||
Mail::MailMessageID stuffID = MailMessageID(mailStuffID);
|
||||
switch (stuffID) {
|
||||
case MailMessageID::AttachmentCollect:
|
||||
Mail::HandleAttachmentCollect(packet, sysAddr, entity);
|
||||
break;
|
||||
case MailMessageID::DataRequest:
|
||||
Mail::HandleDataRequest(packet, sysAddr, entity);
|
||||
break;
|
||||
case MailMessageID::MailDelete:
|
||||
Mail::HandleMailDelete(packet, sysAddr);
|
||||
break;
|
||||
case MailMessageID::MailRead:
|
||||
Mail::HandleMailRead(packet, sysAddr);
|
||||
break;
|
||||
case MailMessageID::NotificationRequest:
|
||||
Mail::HandleNotificationRequest(sysAddr, entity->GetObjectID());
|
||||
break;
|
||||
case MailMessageID::Send:
|
||||
Mail::HandleSendMail(packet, sysAddr, entity);
|
||||
break;
|
||||
default:
|
||||
Game::logger->Log("Mail", "Unhandled and possibly undefined MailStuffID: %i\n", int(stuffID));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void Mail::HandleSendMail(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* entity) {
|
||||
//std::string subject = GeneralUtils::WStringToString(ReadFromPacket(packet, 50));
|
||||
//std::string body = GeneralUtils::WStringToString(ReadFromPacket(packet, 400));
|
||||
//std::string recipient = GeneralUtils::WStringToString(ReadFromPacket(packet, 32));
|
||||
|
||||
// Check if the player has restricted mail access
|
||||
auto* character = entity->GetCharacter();
|
||||
|
||||
if (!character) return;
|
||||
|
||||
if (character->HasPermission(PermissionMap::RestrictedMailAccess))
|
||||
{
|
||||
// Send a message to the player
|
||||
ChatPackets::SendSystemMessage(
|
||||
sysAddr,
|
||||
u"This character has restricted mail access."
|
||||
);
|
||||
|
||||
Mail::SendSendResponse(sysAddr, Mail::MailSendResponse::AccountIsMuted);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::string subject = ReadWStringAsString(packet, 50);
|
||||
std::string body = ReadWStringAsString(packet, 400);
|
||||
std::string recipient = ReadWStringAsString(packet, 32);
|
||||
//Cleanse recipient:
|
||||
recipient = std::regex_replace(recipient, std::regex("[^0-9a-zA-Z]+"), "");
|
||||
|
||||
uint64_t unknown64 = 0;
|
||||
LWOOBJID attachmentID;
|
||||
uint16_t attachmentCount;
|
||||
|
||||
packet->Read(unknown64);
|
||||
packet->Read(attachmentID);
|
||||
packet->Read(attachmentCount); //We don't care about the rest of the packet.
|
||||
uint32_t itemID = static_cast<uint32_t>(attachmentID);
|
||||
LOT itemLOT = 0;
|
||||
//Inventory::InventoryType itemType;
|
||||
int mailCost = 25;
|
||||
int stackSize = 0;
|
||||
auto inv = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
|
||||
Item* item = nullptr;
|
||||
|
||||
if (itemID > 0 && attachmentCount > 0 && inv) {
|
||||
item = inv->FindItemById(attachmentID);
|
||||
if (item) {
|
||||
mailCost += (item->GetInfo().baseValue * 0.1f);
|
||||
stackSize = item->GetCount();
|
||||
itemLOT = item->GetLot();
|
||||
} else {
|
||||
Mail::SendSendResponse(sysAddr, MailSendResponse::AttachmentNotFound);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Check if we can even send this mail (negative coins bug):
|
||||
if (entity->GetCharacter()->GetCoins() - mailCost < 0) {
|
||||
Mail::SendSendResponse(sysAddr, MailSendResponse::NotEnoughCoins);
|
||||
return;
|
||||
}
|
||||
|
||||
//Get the receiver's id:
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id from charinfo WHERE name=? LIMIT 1;");
|
||||
stmt->setString(1, recipient);
|
||||
sql::ResultSet* res = stmt->executeQuery();
|
||||
uint32_t receiverID = 0;
|
||||
|
||||
if (res->rowsCount() > 0) {
|
||||
while (res->next()) receiverID = res->getUInt(1);
|
||||
}
|
||||
else {
|
||||
Mail::SendSendResponse(sysAddr, Mail::MailSendResponse::RecipientNotFound);
|
||||
delete stmt;
|
||||
delete res;
|
||||
return;
|
||||
}
|
||||
|
||||
delete stmt;
|
||||
delete res;
|
||||
|
||||
//Check if we have a valid receiver:
|
||||
if (GeneralUtils::CaseInsensitiveStringCompare(recipient, character->GetName()) || receiverID == character->GetObjectID()) {
|
||||
Mail::SendSendResponse(sysAddr, Mail::MailSendResponse::CannotMailSelf);
|
||||
return;
|
||||
}
|
||||
else {
|
||||
uint64_t currentTime = time(NULL);
|
||||
sql::PreparedStatement* ins = Database::CreatePreppedStmt("INSERT INTO `mail`(`sender_id`, `sender_name`, `receiver_id`, `receiver_name`, `time_sent`, `subject`, `body`, `attachment_id`, `attachment_lot`, `attachment_subkey`, `attachment_count`, `was_read`) VALUES (?,?,?,?,?,?,?,?,?,?,?,0)");
|
||||
ins->setUInt(1, character->GetObjectID());
|
||||
ins->setString(2, character->GetName());
|
||||
ins->setUInt(3, receiverID);
|
||||
ins->setString(4, recipient);
|
||||
ins->setUInt64(5, currentTime);
|
||||
ins->setString(6, subject);
|
||||
ins->setString(7, body);
|
||||
ins->setUInt(8, itemID);
|
||||
ins->setInt(9, itemLOT);
|
||||
ins->setInt(10, 0);
|
||||
ins->setInt(11, attachmentCount);
|
||||
ins->execute();
|
||||
delete ins;
|
||||
}
|
||||
|
||||
Mail::SendSendResponse(sysAddr, Mail::MailSendResponse::Success);
|
||||
entity->GetCharacter()->SetCoins(entity->GetCharacter()->GetCoins() - mailCost);
|
||||
|
||||
Game::logger->Log("Mail", "Seeing if we need to remove item with ID/count/LOT: %i %i %i\n", itemID, attachmentCount, itemLOT);
|
||||
|
||||
if (inv && itemLOT != 0 && attachmentCount > 0 && item) {
|
||||
Game::logger->Log("Mail", "Trying to remove item with ID/count/LOT: %i %i %i\n", itemID, attachmentCount, itemLOT);
|
||||
inv->RemoveItem(itemLOT, attachmentCount, INVALID, true);
|
||||
|
||||
auto* missionCompoent = entity->GetComponent<MissionComponent>();
|
||||
|
||||
if (missionCompoent != nullptr)
|
||||
{
|
||||
missionCompoent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, itemLOT, LWOOBJID_EMPTY, "", -attachmentCount);
|
||||
}
|
||||
}
|
||||
|
||||
character->SaveXMLToDatabase();
|
||||
}
|
||||
|
||||
void Mail::HandleDataRequest(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* player) {
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT * FROM mail WHERE receiver_id=? limit 20;");
|
||||
stmt->setUInt(1, player->GetCharacter()->GetObjectID());
|
||||
sql::ResultSet* res = stmt->executeQuery();
|
||||
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
bitStream.Write(int(MailMessageID::MailData));
|
||||
bitStream.Write(int(0));
|
||||
|
||||
bitStream.Write(uint16_t(res->rowsCount()));
|
||||
bitStream.Write(uint16_t(0));
|
||||
|
||||
if (res->rowsCount() > 0) {
|
||||
while (res->next()) {
|
||||
bitStream.Write(res->getUInt64(1)); //MailID
|
||||
|
||||
/*std::u16string subject = GeneralUtils::ASCIIToUTF16(res->getString(7));
|
||||
std::u16string body = GeneralUtils::ASCIIToUTF16(res->getString(8));
|
||||
std::u16string sender = GeneralUtils::ASCIIToUTF16(res->getString(3));
|
||||
|
||||
WriteToPacket(&bitStream, subject, 50);
|
||||
WriteToPacket(&bitStream, body, 400);
|
||||
WriteToPacket(&bitStream, sender, 32);*/
|
||||
|
||||
WriteStringAsWString(&bitStream, res->getString(7), 50); //subject
|
||||
WriteStringAsWString(&bitStream, res->getString(8), 400); //body
|
||||
WriteStringAsWString(&bitStream, res->getString(3), 32); //sender
|
||||
|
||||
bitStream.Write(uint32_t(0));
|
||||
bitStream.Write(uint64_t(0));
|
||||
|
||||
bitStream.Write(res->getUInt64(9)); //Attachment ID
|
||||
LOT lot = res->getInt(10);
|
||||
if (lot <= 0) bitStream.Write(LOT(-1));
|
||||
else bitStream.Write(lot);
|
||||
bitStream.Write(uint32_t(0));
|
||||
|
||||
bitStream.Write(res->getInt64(11)); //Attachment subKey
|
||||
bitStream.Write(uint16_t(res->getInt(12))); //Attachment count
|
||||
|
||||
bitStream.Write(uint32_t(0));
|
||||
bitStream.Write(uint16_t(0));
|
||||
|
||||
bitStream.Write(uint64_t(res->getUInt64(6))); //time sent (twice?)
|
||||
bitStream.Write(uint64_t(res->getUInt64(6)));
|
||||
bitStream.Write(uint8_t(res->getBoolean(13))); //was read
|
||||
|
||||
bitStream.Write(uint8_t(0));
|
||||
bitStream.Write(uint16_t(0));
|
||||
bitStream.Write(uint32_t(0));
|
||||
}
|
||||
}
|
||||
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
PacketUtils::SavePacket("Max_Mail_Data.bin", (const char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed());
|
||||
}
|
||||
|
||||
void Mail::HandleAttachmentCollect(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* player) {
|
||||
int unknown;
|
||||
uint64_t mailID;
|
||||
LWOOBJID playerID;
|
||||
packet->Read(unknown);
|
||||
packet->Read(mailID);
|
||||
packet->Read(playerID);
|
||||
|
||||
if (mailID > 0 && playerID == player->GetObjectID()) {
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT attachment_lot, attachment_count FROM mail WHERE id=? LIMIT 1;");
|
||||
stmt->setUInt64(1, mailID);
|
||||
sql::ResultSet* res = stmt->executeQuery();
|
||||
|
||||
LOT attachmentLOT = 0;
|
||||
uint32_t attachmentCount = 0;
|
||||
|
||||
while (res->next()) {
|
||||
attachmentLOT = res->getInt(1);
|
||||
attachmentCount = res->getInt(2);
|
||||
}
|
||||
|
||||
auto inv = static_cast<InventoryComponent*>(player->GetComponent(COMPONENT_TYPE_INVENTORY));
|
||||
if (!inv) return;
|
||||
|
||||
inv->AddItem(attachmentLOT, attachmentCount);
|
||||
|
||||
Mail::SendAttachmentRemoveConfirm(sysAddr, mailID);
|
||||
|
||||
sql::PreparedStatement* up = Database::CreatePreppedStmt("UPDATE mail SET attachment_lot=0 WHERE id=?;");
|
||||
up->setUInt64(1, mailID);
|
||||
up->execute();
|
||||
delete up;
|
||||
delete res;
|
||||
delete stmt;
|
||||
}
|
||||
}
|
||||
|
||||
void Mail::HandleMailDelete(RakNet::BitStream* packet, const SystemAddress& sysAddr) {
|
||||
int unknown;
|
||||
uint64_t mailID;
|
||||
LWOOBJID playerID;
|
||||
packet->Read(unknown);
|
||||
packet->Read(mailID);
|
||||
packet->Read(playerID);
|
||||
|
||||
if (mailID > 0) Mail::SendDeleteConfirm(sysAddr, mailID, playerID);
|
||||
}
|
||||
|
||||
void Mail::HandleMailRead(RakNet::BitStream* packet, const SystemAddress& sysAddr) {
|
||||
int unknown;
|
||||
uint64_t mailID;
|
||||
packet->Read(unknown);
|
||||
packet->Read(mailID);
|
||||
|
||||
if (mailID > 0) Mail::SendReadConfirm(sysAddr, mailID);
|
||||
}
|
||||
|
||||
void Mail::HandleNotificationRequest(const SystemAddress& sysAddr, uint32_t objectID) {
|
||||
std::async(std::launch::async, [&]() {
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM mail WHERE receiver_id=? AND was_read=0");
|
||||
stmt->setUInt(1, objectID);
|
||||
sql::ResultSet* res = stmt->executeQuery();
|
||||
|
||||
if (res->rowsCount() > 0) Mail::SendNotification(sysAddr, res->rowsCount());
|
||||
delete res;
|
||||
delete stmt;
|
||||
});
|
||||
}
|
||||
|
||||
void Mail::SendSendResponse(const SystemAddress& sysAddr, MailSendResponse response) {
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
bitStream.Write(int(MailMessageID::SendResponse));
|
||||
bitStream.Write(int(response));
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
}
|
||||
|
||||
void Mail::SendNotification(const SystemAddress& sysAddr, int mailCount) {
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
uint64_t messageType = 2;
|
||||
uint64_t s1 = 0;
|
||||
uint64_t s2 = 0;
|
||||
uint64_t s3 = 0;
|
||||
uint64_t s4 = 0;
|
||||
|
||||
bitStream.Write(messageType);
|
||||
bitStream.Write(s1);
|
||||
bitStream.Write(s2);
|
||||
bitStream.Write(s3);
|
||||
bitStream.Write(s4);
|
||||
bitStream.Write(mailCount);
|
||||
bitStream.Write(int(0)); //Unknown
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
}
|
||||
|
||||
void Mail::SendAttachmentRemoveConfirm(const SystemAddress& sysAddr, uint64_t mailID) {
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
bitStream.Write(int(MailMessageID::AttachmentCollectConfirm));
|
||||
bitStream.Write(int(0)); //unknown
|
||||
bitStream.Write(mailID);
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
}
|
||||
|
||||
void Mail::SendDeleteConfirm(const SystemAddress& sysAddr, uint64_t mailID, LWOOBJID playerID) {
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
bitStream.Write(int(MailMessageID::MailDeleteConfirm));
|
||||
bitStream.Write(int(0)); //unknown
|
||||
bitStream.Write(mailID);
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM mail WHERE id=? LIMIT 1;");
|
||||
stmt->setUInt64(1, mailID);
|
||||
stmt->execute();
|
||||
delete stmt;
|
||||
}
|
||||
|
||||
void Mail::SendReadConfirm(const SystemAddress& sysAddr, uint64_t mailID) {
|
||||
RakNet::BitStream bitStream;
|
||||
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_MAIL);
|
||||
bitStream.Write(int(MailMessageID::MailReadConfirm));
|
||||
bitStream.Write(int(0)); //unknown
|
||||
bitStream.Write(mailID);
|
||||
Game::server->Send(&bitStream, sysAddr, false);
|
||||
|
||||
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE mail SET was_read=1 WHERE id=?");
|
||||
stmt->setUInt64(1, mailID);
|
||||
stmt->execute();
|
||||
delete stmt;
|
||||
}
|
95
dGame/dUtilities/Mail.h
Normal file
95
dGame/dUtilities/Mail.h
Normal file
@@ -0,0 +1,95 @@
|
||||
#pragma once
|
||||
#include "BitStream.h"
|
||||
#include "RakNetTypes.h"
|
||||
#include "dCommonVars.h"
|
||||
|
||||
class Entity;
|
||||
|
||||
namespace Mail {
|
||||
enum class MailMessageID {
|
||||
Send = 0x00,
|
||||
SendResponse = 0x01,
|
||||
DataRequest = 0x03,
|
||||
MailData = 0x04,
|
||||
AttachmentCollect = 0x05,
|
||||
AttachmentCollectConfirm = 0x06,
|
||||
MailDelete = 0x07,
|
||||
MailDeleteConfirm = 0x08,
|
||||
MailRead = 0x09,
|
||||
MailReadConfirm = 0x0a,
|
||||
NotificationRequest = 0x0b
|
||||
};
|
||||
|
||||
enum class MailSendResponse {
|
||||
Success = 0,
|
||||
NotEnoughCoins,
|
||||
AttachmentNotFound,
|
||||
ItemCannotBeMailed,
|
||||
CannotMailSelf,
|
||||
RecipientNotFound,
|
||||
DifferentFaction,
|
||||
Unknown,
|
||||
ModerationFailure,
|
||||
AccountIsMuted,
|
||||
UnknownFailure,
|
||||
RecipientIsIgnored,
|
||||
UnknownFailure3,
|
||||
RecipientIsFTP
|
||||
};
|
||||
|
||||
const std::string ServerName = "Darkflame Universe";
|
||||
|
||||
void SendMail(
|
||||
const Entity* recipient,
|
||||
const std::string& subject,
|
||||
const std::string& body,
|
||||
LOT attachment,
|
||||
uint16_t attachmentCount
|
||||
);
|
||||
|
||||
void SendMail(
|
||||
LWOOBJID recipient,
|
||||
const std::string& recipientName,
|
||||
const std::string& subject,
|
||||
const std::string& body,
|
||||
LOT attachment,
|
||||
uint16_t attachmentCount,
|
||||
const SystemAddress& sysAddr
|
||||
);
|
||||
|
||||
void SendMail(
|
||||
LWOOBJID sender,
|
||||
const std::string& senderName,
|
||||
const Entity* recipient,
|
||||
const std::string& subject,
|
||||
const std::string& body,
|
||||
LOT attachment,
|
||||
uint16_t attachmentCount
|
||||
);
|
||||
|
||||
void SendMail(
|
||||
LWOOBJID sender,
|
||||
const std::string& senderName,
|
||||
LWOOBJID recipient,
|
||||
const std::string& recipientName,
|
||||
const std::string& subject,
|
||||
const std::string& body,
|
||||
LOT attachment,
|
||||
uint16_t attachmentCount,
|
||||
const SystemAddress& sysAddr
|
||||
);
|
||||
|
||||
void HandleMailStuff(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* entity);
|
||||
void HandleSendMail(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* entity);
|
||||
void HandleDataRequest(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* player);
|
||||
void HandleAttachmentCollect(RakNet::BitStream* packet, const SystemAddress& sysAddr, Entity* player);
|
||||
void HandleMailDelete(RakNet::BitStream* packet, const SystemAddress& sysAddr);
|
||||
void HandleMailRead(RakNet::BitStream* packet, const SystemAddress& sysAddr);
|
||||
void HandleNotificationRequest(const SystemAddress& sysAddr, uint32_t objectID);
|
||||
|
||||
void SendSendResponse(const SystemAddress& sysAddr, MailSendResponse response);
|
||||
void SendNotification(const SystemAddress& sysAddr, int mailCount);
|
||||
void SendAttachmentRemoveConfirm(const SystemAddress& sysAddr, uint64_t mailID);
|
||||
void SendDeleteConfirm(const SystemAddress& sysAddr, uint64_t mailID, LWOOBJID playerID);
|
||||
void SendReadConfirm(const SystemAddress& sysAddr, uint64_t mailID);
|
||||
};
|
367
dGame/dUtilities/Preconditions.cpp
Normal file
367
dGame/dUtilities/Preconditions.cpp
Normal file
@@ -0,0 +1,367 @@
|
||||
#include "Preconditions.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "dLogger.h"
|
||||
|
||||
#include <sstream>
|
||||
|
||||
#include "InventoryComponent.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "Character.h"
|
||||
#include "CharacterComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "GameMessages.h"
|
||||
|
||||
|
||||
std::map<uint32_t, Precondition*> Preconditions::cache = {};
|
||||
|
||||
Precondition::Precondition(const uint32_t condition)
|
||||
{
|
||||
std::stringstream query;
|
||||
|
||||
query << "SELECT type, targetLOT, targetCount FROM Preconditions WHERE id = " << std::to_string(condition) << ";";
|
||||
|
||||
auto result = CDClientDatabase::ExecuteQuery(query.str());
|
||||
|
||||
if (result.eof())
|
||||
{
|
||||
this->type = PreconditionType::ItemEquipped;
|
||||
this->count = 1;
|
||||
this->values = { 0 };
|
||||
|
||||
Game::logger->Log("Precondition", "Failed to find precondition of id (%i)!\n", condition);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
this->type = static_cast<PreconditionType>(result.fieldIsNull(0) ? 0 : result.getIntField(0));
|
||||
|
||||
if (!result.fieldIsNull(1))
|
||||
{
|
||||
std::istringstream stream(result.getStringField(1));
|
||||
std::string token;
|
||||
|
||||
while (std::getline(stream, token, ','))
|
||||
{
|
||||
uint32_t value;
|
||||
if (GeneralUtils::TryParse(token, value))
|
||||
{
|
||||
this->values.push_back(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this->count = result.fieldIsNull(2) ? 1 : result.getIntField(2);
|
||||
|
||||
result.finalize();
|
||||
}
|
||||
|
||||
|
||||
bool Precondition::Check(Entity* player, bool evaluateCosts) const
|
||||
{
|
||||
if (values.empty())
|
||||
{
|
||||
return true; // There are very few of these
|
||||
}
|
||||
|
||||
bool any;
|
||||
|
||||
// Guesses
|
||||
switch (type) {
|
||||
case PreconditionType::HasItem:
|
||||
case PreconditionType::ItemEquipped:
|
||||
case PreconditionType::HasAchievement:
|
||||
case PreconditionType::MissionAvailable:
|
||||
case PreconditionType::OnMission:
|
||||
case PreconditionType::MissionComplete:
|
||||
case PreconditionType::PetDeployed:
|
||||
case PreconditionType::HasFlag:
|
||||
case PreconditionType::WithinShape:
|
||||
case PreconditionType::InBuild:
|
||||
case PreconditionType::TeamCheck:
|
||||
case PreconditionType::IsPetTaming:
|
||||
case PreconditionType::HasFaction:
|
||||
case PreconditionType::DoesNotHaveFaction:
|
||||
case PreconditionType::HasRacingLicence:
|
||||
case PreconditionType::DoesNotHaveRacingLicence:
|
||||
case PreconditionType::LegoClubMember:
|
||||
case PreconditionType::NoInteraction:
|
||||
any = true;
|
||||
break;
|
||||
case PreconditionType::DoesNotHaveItem:
|
||||
case PreconditionType::ItemNotEquipped:
|
||||
case PreconditionType::HasLevel:
|
||||
any = false;
|
||||
break;
|
||||
default:
|
||||
any = true;
|
||||
break;
|
||||
}
|
||||
|
||||
auto passedAny = false;
|
||||
|
||||
for (const auto value : values)
|
||||
{
|
||||
const auto passed = CheckValue(player, value, evaluateCosts);
|
||||
|
||||
if (passed && any)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!passed && !any)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (passed)
|
||||
{
|
||||
passedAny = true;
|
||||
}
|
||||
}
|
||||
|
||||
return passedAny;
|
||||
}
|
||||
|
||||
|
||||
bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluateCosts) const
|
||||
{
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
|
||||
auto* characterComponent = player->GetComponent<CharacterComponent>();
|
||||
auto* character = player->GetCharacter();
|
||||
|
||||
Mission* mission;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case PreconditionType::ItemEquipped:
|
||||
return inventoryComponent->IsEquipped(value);
|
||||
case PreconditionType::ItemNotEquipped:
|
||||
return !inventoryComponent->IsEquipped(value);
|
||||
case PreconditionType::HasItem:
|
||||
if (evaluateCosts) // As far as I know this is only used for quickbuilds, and removal shouldn't actually be handled here.
|
||||
{
|
||||
inventoryComponent->RemoveItem(value, count);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return inventoryComponent->GetLotCount(value) >= count;
|
||||
case PreconditionType::DoesNotHaveItem:
|
||||
return inventoryComponent->IsEquipped(value) < count;
|
||||
case PreconditionType::HasAchievement:
|
||||
mission = missionComponent->GetMission(value);
|
||||
|
||||
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
|
||||
case PreconditionType::MissionAvailable:
|
||||
mission = missionComponent->GetMission(value);
|
||||
|
||||
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_AVAILABLE;
|
||||
case PreconditionType::OnMission:
|
||||
mission = missionComponent->GetMission(value);
|
||||
|
||||
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_ACTIVE;
|
||||
case PreconditionType::MissionComplete:
|
||||
mission = missionComponent->GetMission(value);
|
||||
|
||||
return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
|
||||
case PreconditionType::PetDeployed:
|
||||
return false; // TODO
|
||||
case PreconditionType::HasFlag:
|
||||
return character->GetPlayerFlag(value);
|
||||
case PreconditionType::WithinShape:
|
||||
return true; // Client checks this one
|
||||
case PreconditionType::InBuild:
|
||||
return character->GetBuildMode();
|
||||
case PreconditionType::TeamCheck:
|
||||
return false; // TODO
|
||||
case PreconditionType::IsPetTaming:
|
||||
return false; // TODO
|
||||
case PreconditionType::HasFaction:
|
||||
for (const auto faction : destroyableComponent->GetFactionIDs())
|
||||
{
|
||||
if (faction == static_cast<int>(value))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
case PreconditionType::DoesNotHaveFaction:
|
||||
for (const auto faction : destroyableComponent->GetFactionIDs())
|
||||
{
|
||||
if (faction == static_cast<int>(value))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
case PreconditionType::HasRacingLicence:
|
||||
return false; // TODO
|
||||
case PreconditionType::DoesNotHaveRacingLicence:
|
||||
return false; // TODO
|
||||
case PreconditionType::LegoClubMember:
|
||||
return false; // TODO
|
||||
case PreconditionType::NoInteraction:
|
||||
return false; // TODO
|
||||
case PreconditionType::HasLevel:
|
||||
return characterComponent->GetLevel() >= value;
|
||||
default:
|
||||
return true; // There are a couple more unknown preconditions. Always return true in this case.
|
||||
}
|
||||
}
|
||||
|
||||
PreconditionExpression::PreconditionExpression(const std::string& conditions)
|
||||
{
|
||||
if (conditions.empty())
|
||||
{
|
||||
empty = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::stringstream a;
|
||||
std::stringstream b;
|
||||
|
||||
auto bor = false;
|
||||
|
||||
auto done = false;
|
||||
|
||||
for (auto i = 0u; i < conditions.size(); ++i)
|
||||
{
|
||||
if (done)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
const auto character = conditions[i];
|
||||
|
||||
switch (character)
|
||||
{
|
||||
case '|':
|
||||
bor = true;
|
||||
b << conditions.substr(i + 1);
|
||||
done = true;
|
||||
break;
|
||||
case ' ':
|
||||
case ')':
|
||||
break;
|
||||
case ',':
|
||||
case '&':
|
||||
case ';':
|
||||
case '(':
|
||||
b << conditions.substr(i + 1);
|
||||
done = true;
|
||||
break;
|
||||
case '0':
|
||||
case '1':
|
||||
case '2':
|
||||
case '3':
|
||||
case '4':
|
||||
case '5':
|
||||
case '6':
|
||||
case '7':
|
||||
case '8':
|
||||
case '9':
|
||||
a << character;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
this->m_or = bor;
|
||||
|
||||
const auto aString = a.str();
|
||||
|
||||
if (!aString.empty())
|
||||
{
|
||||
this->condition = std::stoul(a.str());
|
||||
}
|
||||
else
|
||||
{
|
||||
this->condition = 0;
|
||||
}
|
||||
|
||||
const auto bString = b.str();
|
||||
|
||||
if (!bString.empty())
|
||||
{
|
||||
this->next = new PreconditionExpression(bString);
|
||||
}
|
||||
else
|
||||
{
|
||||
this->next = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool PreconditionExpression::Check(Entity* player, bool evaluateCosts) const
|
||||
{
|
||||
if (empty)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (player->GetGMLevel() >= 9) // Developers can skip this for testing
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
const auto a = Preconditions::Check(player, condition, evaluateCosts);
|
||||
|
||||
if (!a)
|
||||
{
|
||||
GameMessages::SendNotifyClientFailedPrecondition(player->GetObjectID(), player->GetSystemAddress(), u"", condition);
|
||||
}
|
||||
|
||||
const auto b = next == nullptr ? true : next->Check(player);
|
||||
|
||||
return m_or ? a || b : a && b;
|
||||
}
|
||||
|
||||
PreconditionExpression::~PreconditionExpression()
|
||||
{
|
||||
delete next;
|
||||
}
|
||||
|
||||
|
||||
bool Preconditions::Check(Entity* player, const uint32_t condition, bool evaluateCosts)
|
||||
{
|
||||
Precondition* precondition;
|
||||
|
||||
const auto& index = cache.find(condition);
|
||||
|
||||
if (index != cache.end())
|
||||
{
|
||||
precondition = index->second;
|
||||
}
|
||||
else
|
||||
{
|
||||
precondition = new Precondition(condition);
|
||||
|
||||
cache.insert_or_assign(condition, precondition);
|
||||
}
|
||||
|
||||
return precondition->Check(player, evaluateCosts);
|
||||
}
|
||||
|
||||
|
||||
PreconditionExpression Preconditions::CreateExpression(const std::string& conditions)
|
||||
{
|
||||
return PreconditionExpression(conditions);
|
||||
}
|
||||
|
||||
|
||||
Preconditions::~Preconditions()
|
||||
{
|
||||
for (const auto& condition : cache)
|
||||
{
|
||||
delete condition.second;
|
||||
}
|
||||
|
||||
cache.clear();
|
||||
}
|
81
dGame/dUtilities/Preconditions.h
Normal file
81
dGame/dUtilities/Preconditions.h
Normal file
@@ -0,0 +1,81 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
|
||||
enum class PreconditionType
|
||||
{
|
||||
ItemEquipped,
|
||||
ItemNotEquipped,
|
||||
HasItem,
|
||||
DoesNotHaveItem,
|
||||
HasAchievement,
|
||||
MissionAvailable,
|
||||
OnMission,
|
||||
MissionComplete,
|
||||
PetDeployed,
|
||||
HasFlag,
|
||||
WithinShape,
|
||||
InBuild,
|
||||
TeamCheck,
|
||||
IsPetTaming,
|
||||
HasFaction,
|
||||
DoesNotHaveFaction,
|
||||
HasRacingLicence,
|
||||
DoesNotHaveRacingLicence,
|
||||
LegoClubMember,
|
||||
NoInteraction,
|
||||
HasLevel = 22
|
||||
};
|
||||
|
||||
|
||||
class Precondition final
|
||||
{
|
||||
public:
|
||||
explicit Precondition(uint32_t condition);
|
||||
|
||||
bool Check(Entity* player, bool evaluateCosts = false) const;
|
||||
|
||||
private:
|
||||
bool CheckValue(Entity* player, uint32_t value, bool evaluateCosts = false) const;
|
||||
|
||||
PreconditionType type;
|
||||
|
||||
std::vector<uint32_t> values;
|
||||
|
||||
uint32_t count;
|
||||
};
|
||||
|
||||
|
||||
class PreconditionExpression final
|
||||
{
|
||||
public:
|
||||
explicit PreconditionExpression(const std::string& conditions);
|
||||
|
||||
bool Check(Entity* player, bool evaluateCosts = false) const;
|
||||
|
||||
~PreconditionExpression();
|
||||
|
||||
private:
|
||||
uint32_t condition = 0;
|
||||
|
||||
bool m_or = false;
|
||||
|
||||
bool empty = false;
|
||||
|
||||
PreconditionExpression* next = nullptr;
|
||||
};
|
||||
|
||||
class Preconditions final
|
||||
{
|
||||
public:
|
||||
static bool Check(Entity* player, uint32_t condition, bool evaluateCosts = false);
|
||||
|
||||
static PreconditionExpression CreateExpression(const std::string& conditions);
|
||||
|
||||
~Preconditions();
|
||||
|
||||
private:
|
||||
static std::map<uint32_t, Precondition*> cache;
|
||||
};
|
1916
dGame/dUtilities/SlashCommandHandler.cpp
Normal file
1916
dGame/dUtilities/SlashCommandHandler.cpp
Normal file
File diff suppressed because it is too large
Load Diff
21
dGame/dUtilities/SlashCommandHandler.h
Normal file
21
dGame/dUtilities/SlashCommandHandler.h
Normal file
@@ -0,0 +1,21 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2018
|
||||
*/
|
||||
|
||||
#ifndef SLASHCOMMANDHANDLER_H
|
||||
#define SLASHCOMMANDHANDLER_H
|
||||
|
||||
#include "RakNetTypes.h"
|
||||
#include <string>
|
||||
|
||||
class Entity;
|
||||
|
||||
namespace SlashCommandHandler {
|
||||
void HandleChatCommand(const std::u16string& command, Entity* entity, const SystemAddress& sysAddr);
|
||||
bool CheckIfAccessibleZone(const unsigned int zoneID);
|
||||
|
||||
void SendAnnouncement(const std::string& title, const std::string& message);
|
||||
};
|
||||
|
||||
#endif // SLASHCOMMANDHANDLER_H
|
537
dGame/dUtilities/VanityUtilities.cpp
Normal file
537
dGame/dUtilities/VanityUtilities.cpp
Normal file
@@ -0,0 +1,537 @@
|
||||
#include "VanityUtilities.h"
|
||||
|
||||
#include "DestroyableComponent.h"
|
||||
#include "EntityManager.h"
|
||||
#include "GameMessages.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "ProximityMonitorComponent.h"
|
||||
#include "ScriptComponent.h"
|
||||
#include "dCommonVars.h"
|
||||
#include "dConfig.h"
|
||||
#include "dServer.h"
|
||||
#include "tinyxml2.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
std::vector<VanityNPC> VanityUtilities::m_NPCs = {};
|
||||
std::vector<VanityParty> VanityUtilities::m_Parties = {};
|
||||
std::vector<std::string> VanityUtilities::m_PartyPhrases = {};
|
||||
|
||||
void VanityUtilities::SpawnVanity()
|
||||
{
|
||||
if (Game::config->GetValue("disable_vanity") == "1") {
|
||||
return;
|
||||
}
|
||||
|
||||
const uint32_t zoneID = Game::server->GetZoneID();
|
||||
|
||||
ParseXML("./vanity/NPC.xml");
|
||||
|
||||
// Loop through all parties
|
||||
for (const auto& party : m_Parties) {
|
||||
const auto chance = party.m_Chance;
|
||||
const auto zone = party.m_Zone;
|
||||
|
||||
if (zone != Game::server->GetZoneID()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
if (chance < rate) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Copy m_NPCs into a new vector
|
||||
std::vector<VanityNPC> npcList = m_NPCs;
|
||||
std::vector<uint32_t> taken = {};
|
||||
|
||||
Game::logger->Log("VanityUtilities", "Spawning party with %i locations\n", party.m_Locations.size());
|
||||
|
||||
// Loop through all locations
|
||||
for (const auto& location : party.m_Locations) {
|
||||
rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
if (0.75f < rate) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get a random NPC
|
||||
auto npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
|
||||
|
||||
while (std::find(taken.begin(), taken.end(), npcIndex) != taken.end()) {
|
||||
npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
|
||||
}
|
||||
|
||||
const auto& npc = npcList[npcIndex];
|
||||
|
||||
taken.push_back(npcIndex);
|
||||
|
||||
// Spawn the NPC
|
||||
std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
|
||||
u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, data);
|
||||
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
|
||||
|
||||
SetupNPCTalk(npcEntity);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Loop through all NPCs
|
||||
for (const auto& pair : m_NPCs) {
|
||||
if (pair.m_Locations.find(Game::server->GetZoneID()) == pair.m_Locations.end())
|
||||
continue;
|
||||
|
||||
const std::vector<VanityNPCLocation>& locations = pair.m_Locations.at(Game::server->GetZoneID());
|
||||
|
||||
// Pick a random location
|
||||
const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
|
||||
static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
|
||||
|
||||
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
if (location.m_Chance < rate) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
|
||||
u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npc = SpawnNPC(pair.m_LOT, pair.m_Name, location.m_Position, location.m_Rotation, pair.m_Equipment, data);
|
||||
|
||||
npc->SetVar<std::vector<std::string>>(u"chats", pair.m_Phrases);
|
||||
|
||||
auto* scriptComponent = npc->GetComponent<ScriptComponent>();
|
||||
|
||||
if (scriptComponent != nullptr) {
|
||||
scriptComponent->SetScript(pair.m_Script);
|
||||
scriptComponent->SetSerialized(false);
|
||||
|
||||
for (const auto& pair : pair.m_Flags) {
|
||||
npc->SetVar<bool>(GeneralUtils::ASCIIToUTF16(pair.first), pair.second);
|
||||
}
|
||||
}
|
||||
|
||||
SetupNPCTalk(npc);
|
||||
}
|
||||
|
||||
if (zoneID == 1200) {
|
||||
{
|
||||
EntityInfo info;
|
||||
info.lot = 8139;
|
||||
info.pos = { 259.5f, 246.4f, -705.2f };
|
||||
info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
|
||||
info.spawnerID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
|
||||
|
||||
info.settings = { new LDFData<bool>(u"hasCustomText", true),
|
||||
new LDFData<std::string>(u"customText", ParseMarkdown("./vanity/TESTAMENT.md")) };
|
||||
|
||||
auto* entity = EntityManager::Instance()->CreateEntity(info);
|
||||
|
||||
EntityManager::Instance()->ConstructEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position,
|
||||
const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf)
|
||||
{
|
||||
EntityInfo info;
|
||||
info.lot = lot;
|
||||
info.pos = position;
|
||||
info.rot = rotation;
|
||||
info.spawnerID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
|
||||
info.settings = ldf;
|
||||
|
||||
auto* entity = EntityManager::Instance()->CreateEntity(info);
|
||||
entity->SetVar(u"npcName", name);
|
||||
|
||||
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
||||
|
||||
if (inventoryComponent != nullptr) {
|
||||
inventoryComponent->SetNPCItems(inventory);
|
||||
}
|
||||
|
||||
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
||||
|
||||
if (destroyableComponent != nullptr) {
|
||||
destroyableComponent->SetIsGMImmune(true);
|
||||
destroyableComponent->SetMaxHealth(0);
|
||||
destroyableComponent->SetHealth(0);
|
||||
}
|
||||
|
||||
EntityManager::Instance()->ConstructEntity(entity);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
void VanityUtilities::ParseXML(const std::string& file)
|
||||
{
|
||||
// Read the entire file
|
||||
std::ifstream xmlFile(file);
|
||||
std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
|
||||
|
||||
// Parse the XML
|
||||
tinyxml2::XMLDocument doc;
|
||||
doc.Parse(xml.c_str(), xml.size());
|
||||
|
||||
// Read the NPCs
|
||||
auto* npcs = doc.FirstChildElement("npcs");
|
||||
|
||||
if (npcs == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPCs\n");
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto* party = npcs->FirstChildElement("party"); party != nullptr; party = party->NextSiblingElement("party")) {
|
||||
// Get 'zone' as uint32_t and 'chance' as float
|
||||
uint32_t zone = 0;
|
||||
float chance = 0.0f;
|
||||
|
||||
if (party->Attribute("zone") != nullptr) {
|
||||
zone = std::stoul(party->Attribute("zone"));
|
||||
}
|
||||
|
||||
if (party->Attribute("chance") != nullptr) {
|
||||
chance = std::stof(party->Attribute("chance"));
|
||||
}
|
||||
|
||||
VanityParty partyInfo;
|
||||
partyInfo.m_Zone = zone;
|
||||
partyInfo.m_Chance = chance;
|
||||
|
||||
auto* locations = party->FirstChildElement("locations");
|
||||
|
||||
if (locations == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse party locations\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
for (auto* location = locations->FirstChildElement("location"); location != nullptr;
|
||||
location = location->NextSiblingElement("location")) {
|
||||
// Get the location data
|
||||
auto* x = location->Attribute("x");
|
||||
auto* y = location->Attribute("y");
|
||||
auto* z = location->Attribute("z");
|
||||
auto* rw = location->Attribute("rw");
|
||||
auto* rx = location->Attribute("rx");
|
||||
auto* ry = location->Attribute("ry");
|
||||
auto* rz = location->Attribute("rz");
|
||||
|
||||
if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|
||||
|| rz == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse party location data\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
VanityNPCLocation locationData;
|
||||
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
|
||||
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
|
||||
locationData.m_Chance = 1.0f;
|
||||
|
||||
partyInfo.m_Locations.push_back(locationData);
|
||||
}
|
||||
|
||||
m_Parties.push_back(partyInfo);
|
||||
}
|
||||
|
||||
auto* partyPhrases = npcs->FirstChildElement("partyphrases");
|
||||
|
||||
if (partyPhrases == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse party phrases\n");
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto* phrase = partyPhrases->FirstChildElement("phrase"); phrase != nullptr;
|
||||
phrase = phrase->NextSiblingElement("phrase")) {
|
||||
// Get the phrase
|
||||
auto* text = phrase->GetText();
|
||||
|
||||
if (text == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse party phrase\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
m_PartyPhrases.push_back(text);
|
||||
}
|
||||
|
||||
for (auto* npc = npcs->FirstChildElement("npc"); npc != nullptr; npc = npc->NextSiblingElement("npc")) {
|
||||
// Get the NPC name
|
||||
auto* name = npc->Attribute("name");
|
||||
|
||||
if (name == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC name\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get the NPC lot
|
||||
auto* lot = npc->Attribute("lot");
|
||||
|
||||
if (lot == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC lot\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get the equipment
|
||||
auto* equipment = npc->FirstChildElement("equipment");
|
||||
|
||||
if (equipment == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC equipment\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto* text = equipment->GetText();
|
||||
|
||||
std::vector<LOT> inventory;
|
||||
|
||||
if (text != nullptr) {
|
||||
std::string equipmentString(text);
|
||||
|
||||
std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
|
||||
|
||||
for (auto& item : splitEquipment) {
|
||||
inventory.push_back(std::stoi(item));
|
||||
}
|
||||
}
|
||||
|
||||
// Get the phrases
|
||||
auto* phrases = npc->FirstChildElement("phrases");
|
||||
|
||||
if (phrases == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrases\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
std::vector<std::string> phraseList;
|
||||
|
||||
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
|
||||
phrase = phrase->NextSiblingElement("phrase")) {
|
||||
// Get the phrase
|
||||
auto* text = phrase->GetText();
|
||||
|
||||
if (text == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrase\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
phraseList.push_back(text);
|
||||
}
|
||||
|
||||
// Get the script
|
||||
auto* scriptElement = npc->FirstChildElement("script");
|
||||
|
||||
std::string scriptName;
|
||||
|
||||
if (scriptElement != nullptr) {
|
||||
auto* scriptNameAttribute = scriptElement->Attribute("name");
|
||||
|
||||
if (scriptNameAttribute == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC script name\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
scriptName = scriptNameAttribute;
|
||||
}
|
||||
|
||||
VanityNPC npcData;
|
||||
npcData.m_Name = name;
|
||||
npcData.m_LOT = std::stoi(lot);
|
||||
npcData.m_Equipment = inventory;
|
||||
npcData.m_Phrases = phraseList;
|
||||
npcData.m_Script = scriptName;
|
||||
|
||||
// Get flags
|
||||
auto* flags = npc->FirstChildElement("flags");
|
||||
|
||||
if (flags != nullptr) {
|
||||
for (auto* flag = flags->FirstChildElement("flag"); flag != nullptr;
|
||||
flag = flag->NextSiblingElement("flag")) {
|
||||
// Get the flag name
|
||||
auto* name = flag->Attribute("name");
|
||||
|
||||
if (name == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC flag name\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get the flag value
|
||||
auto* value = flag->Attribute("value");
|
||||
|
||||
if (value == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC flag value\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
npcData.m_Flags[name] = std::stoi(value);
|
||||
}
|
||||
}
|
||||
|
||||
// Get the zones
|
||||
for (auto* zone = npc->FirstChildElement("zone"); zone != nullptr; zone = zone->NextSiblingElement("zone")) {
|
||||
// Get the zone ID
|
||||
auto* zoneID = zone->Attribute("id");
|
||||
|
||||
if (zoneID == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC zone ID\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get the locations
|
||||
auto* locations = zone->FirstChildElement("locations");
|
||||
|
||||
if (locations == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC locations\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
for (auto* location = locations->FirstChildElement("location"); location != nullptr;
|
||||
location = location->NextSiblingElement("location")) {
|
||||
// Get the location data
|
||||
auto* x = location->Attribute("x");
|
||||
auto* y = location->Attribute("y");
|
||||
auto* z = location->Attribute("z");
|
||||
auto* rw = location->Attribute("rw");
|
||||
auto* rx = location->Attribute("rx");
|
||||
auto* ry = location->Attribute("ry");
|
||||
auto* rz = location->Attribute("rz");
|
||||
|
||||
if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|
||||
|| rz == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC location data\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
VanityNPCLocation locationData;
|
||||
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
|
||||
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
|
||||
locationData.m_Chance = 1.0f;
|
||||
|
||||
if (location->Attribute("chance") != nullptr) {
|
||||
locationData.m_Chance = std::stof(location->Attribute("chance"));
|
||||
}
|
||||
|
||||
const auto& it = npcData.m_Locations.find(std::stoi(zoneID));
|
||||
|
||||
if (it != npcData.m_Locations.end()) {
|
||||
it->second.push_back(locationData);
|
||||
} else {
|
||||
std::vector<VanityNPCLocation> locations;
|
||||
locations.push_back(locationData);
|
||||
npcData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_NPCs.push_back(npcData);
|
||||
}
|
||||
}
|
||||
|
||||
VanityNPC* VanityUtilities::GetNPC(const std::string& name)
|
||||
{
|
||||
for (size_t i = 0; i < m_NPCs.size(); i++) {
|
||||
if (m_NPCs[i].m_Name == name) {
|
||||
return &m_NPCs[i];
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string VanityUtilities::ParseMarkdown(const std::string& file)
|
||||
{
|
||||
// This function will read the file and return the content formatted as ASCII text.
|
||||
|
||||
// Read the file into a string
|
||||
std::ifstream t(file);
|
||||
|
||||
// If the file does not exist, return an empty string.
|
||||
if (!t.good()) {
|
||||
return "";
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << t.rdbuf();
|
||||
std::string fileContents = buffer.str();
|
||||
|
||||
// Loop through all lines in the file.
|
||||
// Replace all instances of the markdown syntax with the corresponding HTML.
|
||||
// Only care about headers
|
||||
std::stringstream output;
|
||||
std::string line;
|
||||
std::stringstream ss;
|
||||
ss << fileContents;
|
||||
while (std::getline(ss, line)) {
|
||||
|
||||
#define TOSTRING(x) #x
|
||||
#define STRINGIFY(x) TOSTRING(x)
|
||||
|
||||
// Replace "__TIMESTAMP__" with the __TIMESTAMP__
|
||||
GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
|
||||
// Replace "__VERSION__" wit'h the PROJECT_VERSION
|
||||
GeneralUtils::ReplaceInString(line, "__VERSION__", STRINGIFY(PROJECT_VERSION));
|
||||
// Replace "__SOURCE__" with SOURCE
|
||||
GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
|
||||
// Replace "__LICENSE__" with LICENSE
|
||||
GeneralUtils::ReplaceInString(line, "__LICENSE__", STRINGIFY(LICENSE));
|
||||
|
||||
if (line.find("##") != std::string::npos) {
|
||||
// Add "<font size='18' color='#000000'>" before the header
|
||||
output << "<font size=\"14\" color=\"#000000\">";
|
||||
// Add the header without the markdown syntax
|
||||
output << line.substr(3);
|
||||
|
||||
output << "</font>";
|
||||
} else if (line.find("#") != std::string::npos) {
|
||||
// Add "<font size='18' color='#000000'>" before the header
|
||||
output << "<font size=\"18\" color=\"#000000\">";
|
||||
// Add the header without the markdown syntax
|
||||
output << line.substr(2);
|
||||
|
||||
output << "</font>";
|
||||
} else {
|
||||
output << line;
|
||||
}
|
||||
|
||||
output << "\n";
|
||||
}
|
||||
|
||||
return output.str();
|
||||
}
|
||||
|
||||
void VanityUtilities::SetupNPCTalk(Entity* npc)
|
||||
{
|
||||
npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
|
||||
|
||||
npc->SetProximityRadius(20.0f, "talk");
|
||||
}
|
||||
|
||||
void VanityUtilities::NPCTalk(Entity* npc)
|
||||
{
|
||||
auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
|
||||
|
||||
if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
|
||||
const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
|
||||
|
||||
if (chats.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& selected
|
||||
= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
|
||||
|
||||
GameMessages::SendNotifyClientZoneObject(
|
||||
npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(npc);
|
||||
|
||||
const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
|
||||
|
||||
npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
|
||||
}
|
66
dGame/dUtilities/VanityUtilities.h
Normal file
66
dGame/dUtilities/VanityUtilities.h
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include "Entity.h"
|
||||
#include <map>
|
||||
|
||||
struct VanityNPCLocation
|
||||
{
|
||||
float m_Chance = 1.0f;
|
||||
NiPoint3 m_Position;
|
||||
NiQuaternion m_Rotation;
|
||||
};
|
||||
|
||||
struct VanityNPC
|
||||
{
|
||||
std::string m_Name;
|
||||
LOT m_LOT;
|
||||
std::vector<LOT> m_Equipment;
|
||||
std::vector<std::string> m_Phrases;
|
||||
std::string m_Script;
|
||||
std::map<std::string, bool> m_Flags;
|
||||
std::map<uint32_t, std::vector<VanityNPCLocation>> m_Locations;
|
||||
};
|
||||
|
||||
struct VanityParty
|
||||
{
|
||||
uint32_t m_Zone;
|
||||
float m_Chance = 1.0f;
|
||||
std::vector<VanityNPCLocation> m_Locations;
|
||||
};
|
||||
|
||||
class VanityUtilities
|
||||
{
|
||||
public:
|
||||
static void SpawnVanity();
|
||||
|
||||
static Entity* SpawnNPC(
|
||||
LOT lot,
|
||||
const std::string& name,
|
||||
const NiPoint3& position,
|
||||
const NiQuaternion& rotation,
|
||||
const std::vector<LOT>& inventory,
|
||||
const std::vector<LDFBaseData*>& ldf
|
||||
);
|
||||
|
||||
static std::string ParseMarkdown(
|
||||
const std::string& file
|
||||
);
|
||||
|
||||
static void ParseXML(
|
||||
const std::string& file
|
||||
);
|
||||
|
||||
static VanityNPC* GetNPC(const std::string& name);
|
||||
|
||||
private:
|
||||
static void SetupNPCTalk(Entity* npc);
|
||||
|
||||
static void NPCTalk(Entity* npc);
|
||||
|
||||
static std::vector<VanityNPC> m_NPCs;
|
||||
|
||||
static std::vector<VanityParty> m_Parties;
|
||||
|
||||
static std::vector<std::string> m_PartyPhrases;
|
||||
};
|
81
dGame/dUtilities/dLocale.cpp
Normal file
81
dGame/dUtilities/dLocale.cpp
Normal file
@@ -0,0 +1,81 @@
|
||||
#include "dLocale.h"
|
||||
|
||||
#include <clocale>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#include "tinyxml2.h"
|
||||
#include "Game.h"
|
||||
#include "dConfig.h"
|
||||
|
||||
dLocale::dLocale() {
|
||||
if (Game::config->GetValue("locale_enabled") != "1") {
|
||||
return;
|
||||
}
|
||||
|
||||
std::ifstream file(m_LocalePath);
|
||||
|
||||
if (!file.good()) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::stringstream data;
|
||||
data << file.rdbuf();
|
||||
|
||||
if (data.str().empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto* doc = new tinyxml2::XMLDocument();
|
||||
|
||||
if (doc == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (doc->Parse(data.str().c_str(), data.str().size()) != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::hash<std::string> hash;
|
||||
|
||||
auto* localization = doc->FirstChildElement("localization");
|
||||
auto* phrases = localization->FirstChildElement("phrases");
|
||||
|
||||
auto* phrase = phrases->FirstChildElement("phrase");
|
||||
|
||||
while (phrase != nullptr) {
|
||||
// Add the phrase hash to the vector
|
||||
m_Phrases.push_back(hash(phrase->Attribute("id")));
|
||||
phrase = phrase->NextSiblingElement("phrase");
|
||||
}
|
||||
|
||||
file.close();
|
||||
|
||||
delete doc;
|
||||
}
|
||||
|
||||
dLocale::~dLocale() = default;
|
||||
|
||||
std::string dLocale::GetTemplate(const std::string& phraseID) {
|
||||
return "%[" + phraseID + "]";
|
||||
}
|
||||
|
||||
bool dLocale::HasPhrase(const std::string& phraseID) {
|
||||
if (Game::config->GetValue("locale_enabled") != "1") {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Compute the hash and see if it's in the vector
|
||||
std::hash<std::string> hash;
|
||||
std::size_t hashValue = hash(phraseID);
|
||||
return std::find(m_Phrases.begin(), m_Phrases.end(), hashValue) != m_Phrases.end();
|
||||
}
|
||||
|
||||
/*std::string dLocale::GetPhrase(const std::string& phraseID) {
|
||||
if (m_Phrases.find(phraseID) == m_Phrases.end()) {
|
||||
return "";
|
||||
}
|
||||
return m_Phrases[phraseID];
|
||||
}*/
|
19
dGame/dUtilities/dLocale.h
Normal file
19
dGame/dUtilities/dLocale.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
|
||||
class dLocale {
|
||||
public:
|
||||
dLocale();
|
||||
~dLocale();
|
||||
static std::string GetTemplate(const std::string& phraseID);
|
||||
bool HasPhrase(const std::string& phraseID);
|
||||
//std::string GetPhrase(const std::string& phraseID);
|
||||
|
||||
private:
|
||||
std::string m_LocalePath = "./locale/locale.xml";
|
||||
std::string m_Locale = "en_US"; // TODO: add to config
|
||||
std::vector<std::size_t> m_Phrases;
|
||||
};
|
Reference in New Issue
Block a user