fix(currency): SetCurrency names its source the way live did

Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.

The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.

Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:55:26 -05:00
parent f7bb178c2d
commit 81db3a94ac
11 changed files with 148 additions and 28 deletions

View File

@@ -590,7 +590,38 @@ const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const {
return pair->second;
}
void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
CoinSource CoinSource::Object(const Entity& source) {
CoinSource coinSource;
coinSource.object = source.GetObjectID();
coinSource.lot = source.GetLOT();
return coinSource;
}
CoinSource CoinSource::Position(const NiPoint3& position) {
CoinSource coinSource;
coinSource.position = position;
return coinSource;
}
CoinSource CoinSource::Trade(const LWOOBJID tradeID) {
CoinSource coinSource;
coinSource.tradeID = tradeID;
return coinSource;
}
GameMessages::SetCurrency Character::MakeSetCurrency(const LWOOBJID player, const int64_t coins, const eLootSourceType coinSource, const CoinSource& source) {
GameMessages::SetCurrency setCurrency;
setCurrency.target = player;
setCurrency.currency = coins;
setCurrency.position = source.position;
setCurrency.sourceLOT = source.lot;
setCurrency.sourceID = source.object;
setCurrency.sourceTradeID = source.tradeID;
setCurrency.sourceType = coinSource;
return setCurrency;
}
void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource, const CoinSource& source) {
if (newCoins < 0) {
newCoins = 0;
}
@@ -600,15 +631,7 @@ void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
m_Coins = newCoins;
auto* entity = Game::entityManager->GetEntity(m_ObjectID);
GameMessages::SetCurrency setCurrency;
setCurrency.target = entity->GetObjectID();
setCurrency.currency = m_Coins;
setCurrency.lootType = 0;
setCurrency.sourceLOT = 0;
setCurrency.sourceID = 0;
setCurrency.sourceTradeID = 0;
setCurrency.sourceType = lootSource;
setCurrency.SendToClient(entity->GetSystemAddress());
MakeSetCurrency(entity->GetObjectID(), m_Coins, lootSource, source).SendToClient(entity->GetSystemAddress());
// Live followed every coin gain with CurrencyCollected (the amount gained); losses had none
auto* characterComponent = entity->GetComponent<CharacterComponent>();