Add FlagComponent and msg handlers

This commit is contained in:
David Markowitz 2025-01-20 02:53:21 -08:00
parent e4c2eecbc7
commit af2ba5b287
53 changed files with 781 additions and 486 deletions

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@ -1603,12 +1603,17 @@ namespace MessageType {
UPDATE_FORGED_ITEM = 1768,
CAN_ITEMS_BE_REFORGED = 1769,
NOTIFY_CLIENT_RAIL_START_FAILED = 1771,
GET_IS_ON_RAIL = 1772
GET_IS_ON_RAIL = 1772,
// DLU CUSTOM GAME MESSAGES, DO NOT NETWORK OR SEND TO CLIENTS (it wont do anything bad but still dont do it >:( )
CLEAR_SESSION_FLAGS = 2000,
SET_RETROACTIVE_FLAGS = 2001,
GAME_MESSAGES_END,
};
}
template <>
struct magic_enum::customize::enum_range<MessageType::Game> {
static constexpr int min = 0;
static constexpr int max = 1772;
static constexpr int max = static_cast<int>(MessageType::Game::GAME_MESSAGES_END) - 1;
};

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@ -62,7 +62,7 @@ enum class eReplicaComponentType : uint32_t {
SOUND_AMBIENT_2D,
SOUND_AMBIENT_3D,
PRECONDITION,
PLAYER_FLAG,
FLAG,
CUSTOM_BUILD_ASSEMBLY,
BASE_COMBAT_AI,
MODULE_ASSEMBLY,

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@ -22,6 +22,7 @@
#include "eGameMasterLevel.h"
#include "ePlayerFlag.h"
#include "CDPlayerFlagsTable.h"
#include "FlagComponent.h"
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
@ -37,7 +38,7 @@ Character::~Character() {
m_ParentUser = nullptr;
}
void Character::UpdateInfoFromDatabase() {
void Character::UpdateInfoFromDatabase(bool clearSessionFlags) {
auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
if (charInfo) {
@ -65,10 +66,17 @@ void Character::UpdateInfoFromDatabase() {
m_OurEntity = nullptr;
m_BuildMode = false;
// This is not done through a game message because our current implementation does this at a point
// in time where an Entity does not exist, so there is no FlagComponent to handle the msg.
if (clearSessionFlags) {
FlagComponent::ClearSessionFlags(m_Doc);
WriteToDatabase();
}
}
void Character::UpdateFromDatabase() {
UpdateInfoFromDatabase();
void Character::UpdateFromDatabase(bool clearSessionFlags) {
UpdateInfoFromDatabase(clearSessionFlags);
}
void Character::DoQuickXMLDataParse() {
@ -197,25 +205,6 @@ void Character::DoQuickXMLDataParse() {
character->QueryAttribute("lzrz", &m_OriginalRotation.z);
character->QueryAttribute("lzrw", &m_OriginalRotation.w);
}
auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
if (flags) {
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
const auto* temp = currentChild->Attribute("v");
const auto* id = currentChild->Attribute("id");
if (temp && id) {
uint32_t index = 0;
uint64_t value = 0;
index = std::stoul(id);
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
}
currentChild = currentChild->NextSiblingElement();
}
}
}
void Character::UnlockEmote(int emoteID) {
@ -276,25 +265,6 @@ void Character::SaveXMLToDatabase() {
character->LinkEndChild(emotes);
}
//Export our flags:
auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
if (!flags) {
flags = m_Doc.NewElement("flag"); //Create a flags tag if we don't have one
m_Doc.FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
}
flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
for (const auto& [index, flagBucket] : m_PlayerFlags) {
auto* f = flags->InsertNewChildElement("f");
f->SetAttribute("id", index);
f->SetAttribute("v", flagBucket);
}
for (const auto& sessionFlag : m_SessionFlags) {
auto* s = flags->InsertNewChildElement("s");
s->SetAttribute("si", sessionFlag);
}
SaveXmlRespawnCheckpoints();
m_OurEntity->UpdateXMLDoc(m_Doc);
@ -307,23 +277,6 @@ void Character::SaveXMLToDatabase() {
LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
}
void Character::SetIsNewLogin() {
// If we dont have a flag element, then we cannot have a s element as a child of flag.
auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
if (!flags) return;
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
auto* nextChild = currentChild->NextSiblingElement();
if (currentChild->Attribute("si")) {
LOG("Removed session flag (%s) from character %i:%s, saving character to database", currentChild->Attribute("si"), GetID(), GetName().c_str());
flags->DeleteChild(currentChild);
WriteToDatabase();
}
currentChild = nextChild;
}
}
void Character::WriteToDatabase() {
//Dump our xml into m_XMLData:
tinyxml2::XMLPrinter printer(0, true, 0);
@ -333,90 +286,6 @@ void Character::WriteToDatabase() {
Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
}
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
if (value) {
// Update the mission component:
auto* player = Game::entityManager->GetEntity(m_ObjectID);
if (player != nullptr) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
}
}
}
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
if (value) m_SessionFlags.insert(flagId);
else m_SessionFlags.erase(flagId);
} else {
// Calculate the index first
auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
// Check if flag index exists
if (it != m_PlayerFlags.end()) {
// Update the value
if (value) {
it->second |= shiftedValue;
} else {
it->second &= ~shiftedValue;
}
} else {
if (value) {
// Otherwise, insert the value
uint64_t flagValue = 0;
flagValue |= shiftedValue;
m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
}
}
}
// Notify the client that a flag has changed server-side
GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
}
bool Character::GetPlayerFlag(const uint32_t flagId) const {
using enum ePlayerFlag;
bool toReturn = false; //by def, return false.
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
toReturn = m_SessionFlags.contains(flagId);
} else {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
if (it != m_PlayerFlags.end()) {
// Don't set the data if we don't have to
toReturn = (it->second & shiftedValue) != 0;
}
}
return toReturn;
}
void Character::SetRetroactiveFlags() {
// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
}
}
void Character::SaveXmlRespawnCheckpoints() {
//Export our respawn points:
auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
@ -473,7 +342,11 @@ void Character::OnZoneLoad() {
if (missionComponent != nullptr) {
// Fix the monument race flag
if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
GameMessages::SetFlag setFlag{};
setFlag.target = m_ObjectID;
setFlag.iFlagId = ePlayerFlag::AG_FINISH_LINE_BUILT;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}

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@ -31,7 +31,7 @@ public:
*/
void WriteToDatabase();
void SaveXMLToDatabase();
void UpdateFromDatabase();
void UpdateFromDatabase(bool clearSessionFlags = false);
void SaveXmlRespawnCheckpoints();
void LoadXmlRespawnCheckpoints();
@ -40,15 +40,6 @@ public:
const tinyxml2::XMLDocument& GetXMLDoc() const { return m_Doc; }
void _setXmlDoc(tinyxml2::XMLDocument& doc) { doc.DeepCopy(&m_Doc); }
/**
* Out of abundance of safety and clarity of what this saves, this is its own function.
*
* Clears the s element from the flag element and saves the xml to the database. Used to prevent the news
* feed from showing up on world transfers.
*
*/
void SetIsNewLogin();
/**
* Gets the database ID of the character
* @return the database ID of the character
@ -410,32 +401,11 @@ public:
*/
void UnlockEmote(int emoteID);
/**
* Sets a flag for the character, indicating certain parts of the game that have been interacted with. Not to be
* confused with the permissions
* @param flagId the ID of the flag to set
* @param value the value to set for the flag
*/
void SetPlayerFlag(uint32_t flagId, bool value);
/**
* Gets the value for a certain character flag
* @param flagId the ID of the flag to get a value for
* @return the value of the flag given the ID (the default is false, obviously)
*/
bool GetPlayerFlag(uint32_t flagId) const;
/**
* Notifies the character that they're now muted
*/
void SendMuteNotice() const;
/**
* Sets any flags that are meant to have been set that may not have been set due to them being
* missing in a previous patch.
*/
void SetRetroactiveFlags();
/**
* Get the equipped items for this character, only used for character creation
* @return the equipped items for this character on world load
@ -465,7 +435,7 @@ public:
void _setXmlData(const std::string& xmlData) { m_XMLData = xmlData; }
private:
void UpdateInfoFromDatabase();
void UpdateInfoFromDatabase(bool clearSessionFlags);
/**
* The ID of this character. First 32 bits of the ObjectID.
*/
@ -620,17 +590,6 @@ private:
*/
uint64_t m_LastLogin{};
/**
* Flags only set for the duration of a session
*
*/
std::set<uint32_t> m_SessionFlags;
/**
* The gameplay flags this character has (not just true values)
*/
std::unordered_map<uint32_t, uint64_t> m_PlayerFlags;
/**
* The character XML belonging to this character
*/

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@ -84,6 +84,7 @@
#include "GhostComponent.h"
#include "AchievementVendorComponent.h"
#include "VanityUtilities.h"
#include "FlagComponent.h"
// Table includes
#include "CDComponentsRegistryTable.h"
@ -482,6 +483,8 @@ void Entity::Initialize() {
AddComponent<CharacterComponent>(m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
AddComponent<GhostComponent>();
AddComponent<FlagComponent>()->LoadFromXml(m_Character->GetXMLDoc());
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY) > 0 || m_Character) {

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@ -604,3 +604,10 @@ void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
bool EntityManager::IsExcludedFromGhosting(LOT lot) {
return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
}
bool EntityManager::SendMsg(GameMessages::GameMsg& msg) {
bool bRet = false;
auto* entity = GetEntity(msg.target);
if (entity) bRet = entity->HandleMsg(msg);
return bRet;
}

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@ -8,6 +8,13 @@
#include "dCommonVars.h"
// Convenience macro to send a message to the entity manager
#define SEND_ENTITY_MSG(msg) Game::entityManager->SendMsg(msg)
namespace GameMessages {
struct GameMsg;
};
class Entity;
class EntityInfo;
class Player;
@ -72,6 +79,9 @@ public:
const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
// Sends a message to be handled by the receiving entity
bool SendMsg(GameMessages::GameMsg& msg);
private:
void SerializeEntities();
void KillEntities();

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@ -197,6 +197,10 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
skillComponent->Reset();
}
GameMessages::ClearSessionFlags msg{};
msg.target = chars[i]->GetObjectID();
SEND_ENTITY_MSG(msg);
Game::entityManager->DestroyEntity(chars[i]->GetEntity());
chars[i]->SaveXMLToDatabase();
@ -210,8 +214,7 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
for (const auto& characterId : Database::Get()->GetAccountCharacterIds(u->GetAccountID())) {
Character* character = new Character(characterId, u);
character->UpdateFromDatabase();
character->SetIsNewLogin();
character->UpdateFromDatabase(true);
chars.push_back(character);
}

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@ -10,6 +10,7 @@ set(DGAME_DCOMPONENTS_SOURCES
"ControllablePhysicsComponent.cpp"
"DestroyableComponent.cpp"
"DonationVendorComponent.cpp"
"FlagComponent.cpp"
"GhostComponent.cpp"
"InventoryComponent.cpp"
"ItemComponent.cpp"

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@ -0,0 +1,199 @@
#include "FlagComponent.h"
#include "CDPlayerFlagsTable.h"
#include "eMissionTaskType.h"
#include "ePlayerFlag.h"
#include "MissionComponent.h"
FlagComponent::FlagComponent(Entity* parent) : Component(parent) {
RegisterMsg(MessageType::Game::SET_FLAG, this, &FlagComponent::OnSetFlag);
RegisterMsg(MessageType::Game::GET_FLAG, this, &FlagComponent::OnGetFlag);
RegisterMsg(MessageType::Game::CLEAR_SESSION_FLAGS, this, &FlagComponent::OnClearSessionFlags);
RegisterMsg(MessageType::Game::SET_RETROACTIVE_FLAGS, this, &FlagComponent::OnSetRetroactiveFlags);
}
bool FlagComponent::OnSetFlag(GameMessages::GameMsg& msg) {
auto& setFlag = static_cast<GameMessages::SetFlag&>(msg);
LOG("Set %i", setFlag.iFlagId);
SetPlayerFlag(setFlag.iFlagId, setFlag.bFlag);
// This is always set the first time a player loads into a world from character select
// and is used to know when to refresh the players inventory items so they show up.
if (setFlag.iFlagId == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && setFlag.bFlag) {
m_Parent->SetVar<bool>(u"dlu_first_time_load", true);
}
return true;
}
bool FlagComponent::OnGetFlag(GameMessages::GameMsg& msg) {
auto& getFlag = static_cast<GameMessages::GetFlag&>(msg);
LOG("Get %i", getFlag.iFlagId);
getFlag.bFlag = GetPlayerFlag(getFlag.iFlagId);
return true;
}
void FlagComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) {
obj.InsertNewChildElement("flag");
}
auto& flags = *obj.FirstChildElement("flag");
flags.DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
// Save our flags
for (const auto& [index, flagBucket] : m_PlayerFlags) {
auto& f = *flags.InsertNewChildElement("f");
f.SetAttribute("id", index);
f.SetAttribute("v", flagBucket);
}
// Save our session flags
for (const auto& sessionFlag : m_SessionFlags) {
auto& s = *flags.InsertNewChildElement("s");
LOG("Saving session flag %i", sessionFlag);
s.SetAttribute("si", sessionFlag);
}
}
void FlagComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) return;
auto& flags = *obj.FirstChildElement("flag");
const auto* currentChild = flags.FirstChildElement("f");
while (currentChild) {
const auto* temp = currentChild->Attribute("v");
const auto* id = currentChild->Attribute("id");
if (temp && id) {
uint32_t index = 0;
uint64_t value = 0;
index = std::stoul(id);
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
}
currentChild = currentChild->NextSiblingElement("f");
}
// Now load our session flags
currentChild = flags.FirstChildElement("s");
while (currentChild) {
const auto* temp = currentChild->Attribute("si");
if (temp) {
uint32_t sessionIndex = 0;
sessionIndex = std::stoul(temp);
m_SessionFlags.insert(sessionIndex);
}
currentChild = currentChild->NextSiblingElement("s");
}
}
void FlagComponent::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
if (value) {
// Update the mission component:
auto* missionComponent = m_Parent->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
}
}
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
if (value) m_SessionFlags.insert(flagId);
else m_SessionFlags.erase(flagId);
} else {
// Calculate the index first
auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
// Check if flag index exists
if (it != m_PlayerFlags.end()) {
// Update the value
if (value) {
it->second |= shiftedValue;
} else {
it->second &= ~shiftedValue;
}
} else {
if (value) {
// Otherwise, insert the value
uint64_t flagValue = 0;
flagValue |= shiftedValue;
m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
}
}
}
// Notify the client that a flag has changed server-side
GameMessages::SendNotifyClientFlagChange(m_Parent->GetObjectID(), flagId, value, m_Parent->GetSystemAddress());
}
bool FlagComponent::GetPlayerFlag(const uint32_t flagId) const {
bool toReturn = false; //by def, return false.
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
toReturn = m_SessionFlags.contains(flagId);
} else {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
if (it != m_PlayerFlags.end()) {
// Don't set the data if we don't have to
toReturn = (it->second & shiftedValue) != 0;
}
}
return toReturn;
}
bool FlagComponent::OnSetRetroactiveFlags(GameMessages::GameMsg& msg) {
// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) ||
GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) ||
GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) ||
GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
}
return true;
}
void FlagComponent::ClearSessionFlags(tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) return;
auto& flags = *obj.FirstChildElement("flag");
auto* currentChild = flags.FirstChildElement();
while (currentChild) {
auto* nextChild = currentChild->NextSiblingElement();
if (currentChild->Attribute("si")) {
flags.DeleteChild(currentChild);
}
currentChild = nextChild;
}
}

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@ -0,0 +1,59 @@
#ifndef FLAGCOMPONENT_H
#define FLAGCOMPONENT_H
#include <cstdint>
#include <set>
#include <unordered_map>
#include "Component.h"
#include "eReplicaComponentType.h"
class FlagComponent final : public Component {
public:
static const inline eReplicaComponentType ComponentType = eReplicaComponentType::FLAG;
FlagComponent(Entity* parent);
void UpdateXml(tinyxml2::XMLDocument& doc) override;
void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
// Used to clear the save data from a static context where you only have a doc (switching characters)
static void ClearSessionFlags(tinyxml2::XMLDocument& doc);
private:
/**
* Sets a flag for the character, indicating certain parts of the game that have been interacted with. Not to be
* confused with the permissions
* @param flagId the ID of the flag to set
* @param value the value to set for the flag
*/
bool OnSetFlag(GameMessages::GameMsg& msg);
void SetPlayerFlag(const uint32_t flagId, const bool value);
/**
* Gets the value for a certain character flag
* @param flagId the ID of the flag to get a value for
* @return the value of the flag given the ID (the default is false, obviously)
*/
bool OnGetFlag(GameMessages::GameMsg& msg);
bool GetPlayerFlag(const uint32_t flagId) const;
bool OnClearSessionFlags(GameMessages::GameMsg& msg) { m_SessionFlags.clear(); return true; }
/**
* Sets any flags that are meant to have been set that may not have been set due to them being
* missing in a previous patch.
*/
bool OnSetRetroactiveFlags(GameMessages::GameMsg& msg);
/**
* Flags only set for the duration of a session
*
*/
std::set<uint32_t> m_SessionFlags;
/**
* The gameplay flags this character has (not just true values)
*/
std::unordered_map<uint32_t, uint64_t> m_PlayerFlags;
};
#endif //!FLAGCOMPONENT_H

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@ -557,7 +557,11 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
// Triggers the catch a pet missions
if (petFlags.find(m_Parent->GetLOT()) != petFlags.end()) {
tamer->GetCharacter()->SetPlayerFlag(petFlags.at(m_Parent->GetLOT()), true);
GameMessages::SetFlag setFlag{};
setFlag.target = tamer->GetObjectID();
setFlag.iFlagId = petFlags.at(m_Parent->GetLOT());
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
auto* missionComponent = tamer->GetComponent<MissionComponent>();
@ -847,7 +851,11 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
Game::entityManager->SerializeEntity(m_Parent);
owner->GetCharacter()->SetPlayerFlag(ePlayerFlag::FIRST_MANUAL_PET_HIBERNATE, true);
GameMessages::SetFlag setFlag{};
setFlag.target = owner->GetObjectID();
setFlag.iFlagId = ePlayerFlag::FIRST_MANUAL_PET_HIBERNATE;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
if (registerPet) {
GameMessages::SendAddPetToPlayer(m_Owner, 0, GeneralUtils::UTF8ToUTF16(m_Name), m_DatabaseId, m_Parent->GetLOT(), owner->GetSystemAddress());

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@ -481,14 +481,12 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
}
// Set flag
auto* character = user->GetCharacter();
if (character != nullptr) {
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
if (flagNumber != 0) {
character->SetPlayerFlag(flagNumber, true);
}
if (m_Parent->HasVar(u"quickbuild_single_build_player_flag")) {
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
}

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@ -47,6 +47,7 @@ namespace {
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
{ SET_FLAG, []() { return std::make_unique<SetFlag>(); } },
};
};
@ -123,11 +124,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break;
}
case MessageType::Game::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity);
break;
}
case MessageType::Game::HAS_BEEN_COLLECTED: {
GameMessages::HandleHasBeenCollected(inStream, entity);
break;
@ -215,13 +211,17 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
// After we've done our thing, tell the client they're ready
GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
|| !entity->GetCharacter()
|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
if (!entity) return;
GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
});
GameMessages::GetFlag getFlag{};
getFlag.target = entity->GetObjectID();
getFlag.iFlagId = ePlayerFlag::DLU_SKIP_CINEMATICS;
SEND_ENTITY_MSG(getFlag);
if (Game::config->GetValue("allow_players_to_skip_cinematics") == "1" && getFlag.bFlag) {
entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
if (!entity) return;
GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
});
}
break;
}

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@ -5076,23 +5076,6 @@ void GameMessages::HandleModularBuildConvertModel(RakNet::BitStream& inStream, E
item->SetCount(item->GetCount() - 1, false, false, true, eLootSourceType::QUICKBUILD);
}
void GameMessages::HandleSetFlag(RakNet::BitStream& inStream, Entity* entity) {
bool bFlag{};
int32_t iFlagID{};
inStream.Read(bFlag);
inStream.Read(iFlagID);
auto character = entity->GetCharacter();
if (character) character->SetPlayerFlag(iFlagID, bFlag);
// This is always set the first time a player loads into a world from character select
// and is used to know when to refresh the players inventory items so they show up.
if (iFlagID == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && bFlag) {
entity->SetVar<bool>(u"dlu_first_time_load", true);
}
}
void GameMessages::HandleRespondToMission(RakNet::BitStream& inStream, Entity* entity) {
int missionID{};
LWOOBJID playerID{};
@ -5157,13 +5140,17 @@ void GameMessages::HandleMissionDialogOK(RakNet::BitStream& inStream, Entity* en
missionComponent->CompleteMission(missionID);
}
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
|| !player->GetCharacter()
|| !player->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
player->AddCallbackTimer(0.5f, [player]() {
if (!player) return;
GameMessages::SendEndCinematic(player->GetObjectID(), u"", player->GetSystemAddress());
});
GameMessages::GetFlag getFlag{};
getFlag.target = entity->GetObjectID();
getFlag.iFlagId = ePlayerFlag::DLU_SKIP_CINEMATICS;
SEND_ENTITY_MSG(getFlag);
if (Game::config->GetValue("allow_players_to_skip_cinematics") == "1" && getFlag.bFlag) {
player->AddCallbackTimer(0.5f, [player]() {
if (!player) return;
GameMessages::SendEndCinematic(player->GetObjectID(), u"", player->GetSystemAddress());
});
}
}
void GameMessages::HandleRequestLinkedMission(RakNet::BitStream& inStream, Entity* entity) {
@ -6443,4 +6430,14 @@ namespace GameMessages {
auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
if (handlingEntity) handlingEntity->HandleMsg(*this);
}
bool SetFlag::Deserialize(RakNet::BitStream& bitStream) {
if (!bitStream.Read(bFlag)) return false;
if (!bitStream.Read(iFlagId)) return false;
return true;
}
void SetFlag::Handle(Entity& entity, const SystemAddress& sysAddr) {
entity.HandleMsg(*this);
}
}

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@ -634,7 +634,6 @@ namespace GameMessages {
void HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity);
void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity);
void HandleRespondToMission(RakNet::BitStream& inStream, Entity* entity);
void HandleMissionDialogOK(RakNet::BitStream& inStream, Entity* entity);
void HandleRequestLinkedMission(RakNet::BitStream& inStream, Entity* entity);
@ -782,6 +781,30 @@ namespace GameMessages {
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
};
struct SetFlag : public GameMsg {
SetFlag() : GameMsg(MessageType::Game::SET_FLAG) {}
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
uint32_t iFlagId{};
bool bFlag{};
};
struct GetFlag : public GameMsg {
GetFlag() : GameMsg(MessageType::Game::GET_FLAG) {}
uint32_t iFlagId{};
bool bFlag{};
};
struct ClearSessionFlags : public GameMsg {
ClearSessionFlags() : GameMsg(MessageType::Game::CLEAR_SESSION_FLAGS) {}
};
struct SetRetroactiveFlags : public GameMsg {
SetRetroactiveFlags() : GameMsg(MessageType::Game::SET_RETROACTIVE_FLAGS) {}
};
};
#endif // GAMEMESSAGES_H

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@ -390,10 +390,15 @@ void Mission::Catchup() {
}
if (type == eMissionTaskType::PLAYER_FLAG) {
for (int32_t target : task->GetAllTargets()) {
const auto flag = GetCharacter()->GetPlayerFlag(target);
GameMessages::GetFlag getFlag{};
getFlag.target = entity->GetObjectID();
if (!flag) {
for (int32_t target : task->GetAllTargets()) {
getFlag.iFlagId = target;
getFlag.bFlag = false;
SEND_ENTITY_MSG(getFlag);
if (!getFlag.bFlag) {
continue;
}

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@ -146,17 +146,22 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
return missionComponent->GetMissionState(value) == eMissionState::AVAILABLE || missionComponent->GetMissionState(value) == eMissionState::COMPLETE_AVAILABLE;
case PreconditionType::OnMission:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) == eMissionState::ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::READY_TO_COMPLETE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_READY_TO_COMPLETE;
return missionComponent->GetMissionState(value) == eMissionState::ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::READY_TO_COMPLETE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_READY_TO_COMPLETE;
case PreconditionType::MissionComplete:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
case PreconditionType::PetDeployed:
return false; // TODO
case PreconditionType::HasFlag:
return character->GetPlayerFlag(value);
case PreconditionType::HasFlag: {
GameMessages::GetFlag getFlag{};
getFlag.target = player->GetObjectID();
getFlag.iFlagId = value;
SEND_ENTITY_MSG(getFlag);
return getFlag.bFlag;
}
case PreconditionType::WithinShape:
return true; // Client checks this one
case PreconditionType::InBuild:

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@ -108,11 +108,18 @@ namespace DEVGMCommands {
void ToggleSkipCinematics(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1" && entity->GetGMLevel() < eGameMasterLevel::DEVELOPER) return;
auto* character = entity->GetCharacter();
if (!character) return;
bool current = character->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS);
character->SetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS, !current);
if (!current) {
GameMessages::GetFlag current{};
current.target = entity->GetObjectID();
current.iFlagId = ePlayerFlag::DLU_SKIP_CINEMATICS;
SEND_ENTITY_MSG(current);
GameMessages::SetFlag setFlag{};
setFlag.target = entity->GetObjectID();
setFlag.iFlagId = ePlayerFlag::DLU_SKIP_CINEMATICS;
setFlag.bFlag = !current.bFlag;
SEND_ENTITY_MSG(setFlag);
if (!current.bFlag) {
GameMessages::SendSlashCommandFeedbackText(entity, u"You have elected to skip cinematics. Note that not all cinematics can be skipped, but most will be skipped now.");
} else {
GameMessages::SendSlashCommandFeedbackText(entity, u"Cinematics will no longer be skipped.");
@ -424,6 +431,9 @@ namespace DEVGMCommands {
void SetFlag(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
GameMessages::SetFlag setFlag{};
setFlag.target = entity->GetObjectID();
if (splitArgs.size() == 1) {
const auto flagId = GeneralUtils::TryParse<int32_t>(splitArgs.at(0));
@ -431,8 +441,9 @@ namespace DEVGMCommands {
ChatPackets::SendSystemMessage(sysAddr, u"Invalid flag id.");
return;
}
entity->GetCharacter()->SetPlayerFlag(flagId.value(), true);
setFlag.iFlagId = flagId.value();
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
} else if (splitArgs.size() >= 2) {
const auto flagId = GeneralUtils::TryParse<int32_t>(splitArgs.at(1));
std::string onOffFlag = splitArgs.at(0);
@ -445,12 +456,17 @@ namespace DEVGMCommands {
ChatPackets::SendSystemMessage(sysAddr, u"Invalid flag type.");
return;
}
entity->GetCharacter()->SetPlayerFlag(flagId.value(), onOffFlag == "on");
setFlag.iFlagId = flagId.value();
setFlag.bFlag = onOffFlag == "on";
SEND_ENTITY_MSG(setFlag);
}
}
void ClearFlag(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
GameMessages::SetFlag setFlag{};
setFlag.target = entity->GetObjectID();
setFlag.bFlag = false;
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
if (splitArgs.empty()) return;
@ -461,7 +477,8 @@ namespace DEVGMCommands {
return;
}
entity->GetCharacter()->SetPlayerFlag(flagId.value(), false);
setFlag.iFlagId = flagId.value();
SEND_ENTITY_MSG(setFlag);
}
void PlayEffect(Entity* entity, const SystemAddress& sysAddr, const std::string args) {

View File

@ -1,9 +1,8 @@
#include "AgCagedBricksServer.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
#include "ePlayerFlag.h"
void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
@ -14,14 +13,14 @@ void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
}
//Set the flag & mission status:
auto character = user->GetCharacter();
if (!character) return;
character->SetPlayerFlag(ePlayerFlag::CAGED_SPIDER, true);
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = ePlayerFlag::CAGED_SPIDER;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
//Remove the maelstrom cube:
auto inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
auto* inv = user->GetComponent<InventoryComponent>();
if (inv) {
inv->RemoveItem(14553, 1);

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@ -1,9 +1,8 @@
#include "RemoveRentalGear.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "eMissionState.h"
#include "Character.h"
#include "eReplicaComponentType.h"
#include "ePlayerFlag.h"
/*
@ -23,7 +22,7 @@ void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int mis
if (missionID != defaultMission && missionID != 313) return;
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
auto inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
auto* inv = target->GetComponent<InventoryComponent>();
if (!inv) return;
//remove the inventory items
@ -36,7 +35,10 @@ void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int mis
}
//reset the equipment flag
auto character = target->GetCharacter();
if (character) character->SetPlayerFlag(ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR, false);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR;
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
}
}

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@ -2,7 +2,6 @@
#include "SkillComponent.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "Character.h"
void AmBlueX::OnUse(Entity* self, Entity* user) {
auto* skillComponent = user->GetComponent<SkillComponent>();
@ -16,10 +15,11 @@ void AmBlueX::OnSkillEventFired(Entity* self, Entity* caster, const std::string&
self->SetNetworkVar<bool>(m_XUsedVariable, true);
self->SetNetworkVar<bool>(m_StartEffectVariable, true);
auto* character = caster->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(self->GetVar<int32_t>(m_FlagVariable), true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = caster->GetObjectID();
setFlag.iFlagId = self->GetVar<int32_t>(m_FlagVariable);
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
EntityInfo info{};
info.lot = m_FXObject;

View File

@ -1,15 +1,26 @@
#include "Binoculars.h"
#include "Character.h"
#include "GameMessages.h"
#include "Game.h"
#include "dServer.h"
#include "dZoneManager.h"
void Binoculars::OnUse(Entity* self, Entity* user) {
const auto number = self->GetVarAsString(u"number");
int32_t flag = std::stoi(std::to_string(Game::server->GetZoneID()).substr(0, 2) + number);
if (user->GetCharacter()->GetPlayerFlag(flag) == false) {
user->GetCharacter()->SetPlayerFlag(flag, true);
int32_t flag = std::stoi(std::to_string(Game::zoneManager->GetZoneID().GetMapID()).substr(0, 2) + number);
GameMessages::GetFlag getFlag{};
getFlag.target = user->GetObjectID();
getFlag.iFlagId = flag;
SEND_ENTITY_MSG(getFlag);
if (!getFlag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
}
}

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@ -1,6 +1,5 @@
#include "NjRailActivatorsServer.h"
#include "QuickBuildComponent.h"
#include "Character.h"
void NjRailActivatorsServer::OnUse(Entity* self, Entity* user) {
const auto flag = self->GetVar<int32_t>(u"RailFlagNum");
@ -8,9 +7,10 @@ void NjRailActivatorsServer::OnUse(Entity* self, Entity* user) {
// Only allow use if this is not a quick build or the quick build is built
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
auto* character = user->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(flag, true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}

View File

@ -1,10 +1,9 @@
#include "dZoneManager.h"
#include "PetDigServer.h"
#include "dZoneManager.h"
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Character.h"
#include "PetComponent.h"
#include "User.h"
#include "eMissionState.h"
std::vector<LWOOBJID> PetDigServer::treasures{};
@ -110,7 +109,6 @@ void PetDigServer::HandleXBuildDig(const Entity* self, Entity* owner, Entity* pe
if (!playerEntity || !playerEntity->GetCharacter())
return;
auto* player = playerEntity->GetCharacter();
const auto groupID = self->GetVar<std::u16string>(u"groupID");
int32_t playerFlag = 0;
@ -123,15 +121,22 @@ void PetDigServer::HandleXBuildDig(const Entity* self, Entity* owner, Entity* pe
playerFlag = 63;
}
GameMessages::GetFlag getFlag{};
getFlag.target = playerEntity->GetObjectID();
getFlag.iFlagId = playerFlag;
SEND_ENTITY_MSG(getFlag);
// If the player doesn't have the flag yet
if (playerFlag != 0 && !player->GetPlayerFlag(playerFlag)) {
if (playerFlag != 0 && SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
auto* petComponent = pet->GetComponent<PetComponent>();
if (petComponent != nullptr) {
// TODO: Pet state = 9 ??
}
// Shows the flag object to the player
player->SetPlayerFlag(playerFlag, true);
GameMessages::SetFlag setFlag{};
setFlag.target = playerEntity->GetObjectID();
setFlag.iFlagId = playerFlag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
auto* xObject = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"X"));
@ -173,12 +178,17 @@ void PetDigServer::ProgressPetDigMissions(const Entity* owner, const Entity* che
if (excavatorMissionState == eMissionState::ACTIVE) {
if (chest->HasVar(u"PetDig")) {
int32_t playerFlag = 1260 + chest->GetVarAs<int32_t>(u"PetDig");
Character* player = owner->GetCharacter();
GameMessages::GetFlag getFlag{};
getFlag.target = owner->GetObjectID();
getFlag.iFlagId = playerFlag;
// check if player flag is set
if (!player->GetPlayerFlag(playerFlag)) {
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
missionComponent->ForceProgress(505, 767, 1);
player->SetPlayerFlag(playerFlag, 1);
GameMessages::SetFlag setFlag{};
setFlag.target = owner->GetObjectID();
setFlag.iFlagId = playerFlag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
}

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@ -1,7 +1,7 @@
#include "StoryBoxInteractServer.h"
#include "Character.h"
#include "GameMessages.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "Amf3.h"
#include "Entity.h"
@ -36,11 +36,19 @@ void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
if(!storyValue) return;
int32_t boxFlag = self->GetVar<int32_t>(u"altFlagID");
if (boxFlag <= 0) {
boxFlag = (10000 + Game::server->GetZoneID() + storyValue.value());
boxFlag = (10000 + Game::zoneManager->GetZoneID().GetMapID() + storyValue.value());
}
if (user->GetCharacter()->GetPlayerFlag(boxFlag) == false) {
user->GetCharacter()->SetPlayerFlag(boxFlag, true);
GameMessages::GetFlag getFlag{};
getFlag.target = user->GetObjectID();
getFlag.iFlagId = boxFlag;
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = boxFlag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
}
}

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@ -1,15 +1,14 @@
#include "TokenConsoleServer.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "eReplicaComponentType.h"
#include "eTerminateType.h"
#include "ePlayerFlag.h"
//2021-05-03 - max - added script, omitted some parts related to inheritance in lua which we don't need
void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
auto* inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
auto* inv = user->GetComponent<InventoryComponent>();
//make sure the user has the required amount of infected bricks
if (inv && inv->GetLotCount(6194) >= bricksToTake) {
@ -22,17 +21,18 @@ void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
}
//figure out which faction the player belongs to:
auto character = user->GetCharacter();
if (!character) return;
// At this point the player has to be in a faction.
GameMessages::GetFlag getFlag{};
getFlag.target = user->GetObjectID();
LOT tokenLOT = 0;
if (character->GetPlayerFlag(ePlayerFlag::VENTURE_FACTION)) //venture
if (getFlag.iFlagId = ePlayerFlag::VENTURE_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //venture
tokenLOT = 8321;
else if (character->GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION)) //assembly
else if (getFlag.iFlagId = ePlayerFlag::ASSEMBLY_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //assembly
tokenLOT = 8318;
else if (character->GetPlayerFlag(ePlayerFlag::PARADOX_FACTION)) //paradox
else if (getFlag.iFlagId = ePlayerFlag::PARADOX_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //paradox
tokenLOT = 8320;
else if (character->GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) //sentinel
else if (getFlag.iFlagId = ePlayerFlag::SENTINEL_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //sentinel
tokenLOT = 8319;
inv->AddItem(tokenLOT, tokensToGive, eLootSourceType::NONE);
}

View File

@ -1,7 +1,6 @@
#include "NsTokenConsoleServer.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "MissionComponent.h"
#include "QuickBuildComponent.h"
#include "eTerminateType.h"
@ -24,9 +23,8 @@ void NsTokenConsoleServer::OnUse(Entity* self, Entity* user) {
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
auto* missionComponent = user->GetComponent<MissionComponent>();
auto* character = user->GetCharacter();
if (inventoryComponent == nullptr || missionComponent == nullptr || character == nullptr) {
if (inventoryComponent == nullptr || missionComponent == nullptr) {
return;
}
@ -42,15 +40,18 @@ void NsTokenConsoleServer::OnUse(Entity* self, Entity* user) {
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), useSound);
}
GameMessages::GetFlag getFlag{};
getFlag.target = user->GetObjectID();
// Player must be in faction to interact with this entity.
LOT tokenLOT = 0;
if (character->GetPlayerFlag(ePlayerFlag::VENTURE_FACTION)) //venture
if (getFlag.iFlagId = ePlayerFlag::VENTURE_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //venture
tokenLOT = 8321;
else if (character->GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION)) //assembly
else if (getFlag.iFlagId = ePlayerFlag::ASSEMBLY_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //assembly
tokenLOT = 8318;
else if (character->GetPlayerFlag(ePlayerFlag::PARADOX_FACTION)) //paradox
else if (getFlag.iFlagId = ePlayerFlag::PARADOX_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //paradox
tokenLOT = 8320;
else if (character->GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) //sentinel
else if (getFlag.iFlagId = ePlayerFlag::SENTINEL_FACTION, SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) //sentinel
tokenLOT = 8319;
inventoryComponent->AddItem(tokenLOT, 5, eLootSourceType::NONE);

View File

@ -1,15 +1,15 @@
#include "NTPipeVisibilityServer.h"
#include "Entity.h"
#include "Character.h"
void NTPipeVisibilityServer::OnQuickBuildComplete(Entity* self, Entity* target) {
const auto flag = self->GetVar<int32_t>(u"flag");
if (flag == 0) return;
auto* character = target->GetCharacter();
if (!character) return;
character->SetPlayerFlag(flag, true);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PipeBuilt");
}

View File

@ -1,12 +1,14 @@
#include "NtImagimeterVisibility.h"
#include "GameMessages.h"
#include "Entity.h"
#include "Character.h"
#include "ePlayerFlag.h"
void NTImagimeterVisibility::OnQuickBuildComplete(Entity* self, Entity* target) {
auto* character = target->GetCharacter();
if (character) character->SetPlayerFlag(ePlayerFlag::NT_PLINTH_REBUILD, true);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::NT_PLINTH_REBUILD;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlinthBuilt", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
}

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@ -1,8 +1,8 @@
#include "NtParadoxPanelServer.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Character.h"
#include "eMissionState.h"
#include "RenderComponent.h"
#include "eTerminateType.h"
@ -32,8 +32,11 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
}
const auto flag = self->GetVar<int32_t>(u"flag");
player->GetCharacter()->SetPlayerFlag(flag, true);
GameMessages::SetFlag setFlag{};
setFlag.target = playerID;
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
RenderComponent::PlayAnimation(player, u"rebuild-celebrate");

View File

@ -292,34 +292,45 @@ void ZoneAgProperty::BaseTimerDone(Entity* self, const std::string& timerName) {
void ZoneAgProperty::OnZonePropertyRented(Entity* self, Entity* player) {
BaseZonePropertyRented(self, player);
auto* character = player->GetCharacter();
if (character == nullptr)
return;
character->SetPlayerFlag(108, true);
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 108;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
void ZoneAgProperty::OnZonePropertyModelPlaced(Entity* self, Entity* player) {
auto* character = player->GetCharacter();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (!missionComponent) return;
if (!character->GetPlayerFlag(101)) {
GameMessages::GetFlag getFlag{};
getFlag.target = player->GetObjectID();
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.bFlag = true;
if (getFlag.iFlagId = 101, SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
BaseZonePropertyModelPlaced(self, player);
character->SetPlayerFlag(101, true);
setFlag.iFlagId = 101;
SEND_ENTITY_MSG(setFlag);
if (missionComponent->GetMissionState(871) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"AnotherModel");
}
} else if (!character->GetPlayerFlag(102)) {
character->SetPlayerFlag(102, true);
} else if (getFlag.iFlagId = 102, SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
setFlag.iFlagId = 102;
SEND_ENTITY_MSG(setFlag);
if (missionComponent->GetMissionState(871) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"TwoMoreModels");
}
} else if (!character->GetPlayerFlag(103)) {
character->SetPlayerFlag(103, true);
} else if (!character->GetPlayerFlag(104)) {
character->SetPlayerFlag(104, true);
} else if (getFlag.iFlagId = 103, SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
setFlag.iFlagId = 103;
SEND_ENTITY_MSG(setFlag);
} else if (getFlag.iFlagId = 104, SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
setFlag.iFlagId = 104;
SEND_ENTITY_MSG(setFlag);
self->SetNetworkVar<std::u16string>(u"Tooltip", u"TwoMoreModelsOff");
} else if (self->GetVar<std::string>(u"tutorial") == "place_model") {
self->SetVar<std::string>(u"tutorial", "");
@ -328,20 +339,34 @@ void ZoneAgProperty::OnZonePropertyModelPlaced(Entity* self, Entity* player) {
}
void ZoneAgProperty::OnZonePropertyModelPickedUp(Entity* self, Entity* player) {
auto* character = player->GetCharacter();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (!missionComponent) return;
if (!character->GetPlayerFlag(109)) {
character->SetPlayerFlag(109, true);
if (missionComponent->GetMissionState(891) == eMissionState::ACTIVE && !character->GetPlayerFlag(110)) {
GameMessages::GetFlag getFlag{};
getFlag.target = player->GetObjectID();
getFlag.iFlagId = 109;
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 109;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
getFlag.iFlagId = 110;
getFlag.bFlag = false;
if (missionComponent->GetMissionState(891) == eMissionState::ACTIVE && SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"Rotate");
}
}
}
void ZoneAgProperty::OnZonePropertyModelRemoved(Entity* self, Entity* player) {
auto* character = player->GetCharacter();
character->SetPlayerFlag(111, true);
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 111;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
void ZoneAgProperty::OnZonePropertyModelRemovedWhileEquipped(Entity* self, Entity* player) {
@ -349,11 +374,18 @@ void ZoneAgProperty::OnZonePropertyModelRemovedWhileEquipped(Entity* self, Entit
}
void ZoneAgProperty::OnZonePropertyModelRotated(Entity* self, Entity* player) {
auto* character = player->GetCharacter();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (!missionComponent) return;
GameMessages::GetFlag getFlag{};
getFlag.target = player->GetObjectID();
getFlag.iFlagId = 110;
if (!character->GetPlayerFlag(110)) {
character->SetPlayerFlag(110, true);
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 110;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
if (missionComponent->GetMissionState(891) == eMissionState::ACTIVE) {
self->SetNetworkVar<std::u16string>(u"Tooltip", u"PlaceModel");
@ -413,7 +445,12 @@ void ZoneAgProperty::BaseOnFireEventServerSide(Entity* self, Entity* sender, std
if (player == nullptr)
return;
player->GetCharacter()->SetPlayerFlag(self->GetVar<int32_t>(defeatedProperyFlag), true);
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = self->GetVar<int32_t>(defeatedProperyFlag);
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayCinematic", 0, 0,
LWOOBJID_EMPTY, destroyedCinematic, UNASSIGNED_SYSTEM_ADDRESS);

View File

@ -1,21 +1,21 @@
#include "VeEpsilonServer.h"
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eMissionState.h"
#include "Entity.h"
void VeEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
// Resets the player flags that track which consoles they've used
if ((missionID == m_ConsoleMissionID || missionID == m_ConsoleRepeatMissionID)
&& (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)) {
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
for (auto i = 0; i < 10; i++) {
character->SetPlayerFlag(m_ConsoleBaseFlag + i, false);
setFlag.iFlagId = m_ConsoleBaseFlag + i;
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
}
}

View File

@ -1,6 +1,6 @@
#include "VeMissionConsole.h"
#include "InventoryComponent.h"
#include "Character.h"
#include "GameMessages.h"
#include "Loot.h"
#include "eTerminateType.h"
@ -17,10 +17,11 @@ void VeMissionConsole::OnUse(Entity* self, Entity* user) {
const auto flagNumber = self->GetVar<std::u16string>(m_NumberVariable);
const int32_t flag = std::stoi("101" + GeneralUtils::UTF16ToWTF8(flagNumber));
auto* character = user->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(flag, true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"");
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());

View File

@ -1,8 +1,8 @@
#include "CavePrisonCage.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "dZoneManager.h"
#include "RenderComponent.h"
@ -161,10 +161,14 @@ void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
return;
}
// Set the flag on the builder character
const auto flagNum = 2020 + self->GetVarAs<int32_t>(u"myNumber");
// Set the flag on the builder character
builder->GetCharacter()->SetPlayerFlag(flagNum, true);
GameMessages::SetFlag setFlag{};
setFlag.target = builder->GetObjectID();
setFlag.iFlagId = flagNum;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
// Setup a timer named 'VillagerEscape' to be triggered in 5 seconds
self->AddTimer("VillagerEscape", 5.0f);

View File

@ -1,16 +1,15 @@
#include "NjDragonEmblemChestServer.h"
#include "Character.h"
#include "EntityInfo.h"
#include "Loot.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "ePlayerFlag.h"
void NjDragonEmblemChestServer::OnUse(Entity* self, Entity* user) {
auto* character = user->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST, false);
}
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST;
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
auto* destroyable = self->GetComponent<DestroyableComponent>();
if (destroyable != nullptr) {

View File

@ -1,17 +1,19 @@
#include "NjGarmadonCelebration.h"
#include "Character.h"
#include "GameMessages.h"
#include "ePlayerFlag.h"
void NjGarmadonCelebration::OnCollisionPhantom(Entity* self, Entity* target) {
auto* character = target->GetCharacter();
GameMessages::GetFlag getFlag{};
getFlag.target = target->GetObjectID();
getFlag.iFlagId = ePlayerFlag::NJ_GARMADON_CINEMATIC_SEEN;
if (character == nullptr) {
return;
}
if (!character->GetPlayerFlag(ePlayerFlag::NJ_GARMADON_CINEMATIC_SEEN)) {
character->SetPlayerFlag(ePlayerFlag::NJ_GARMADON_CINEMATIC_SEEN, true);
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::NJ_GARMADON_CINEMATIC_SEEN;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
GameMessages::SendStartCelebrationEffect(target, target->GetSystemAddress(), GarmadonCelebrationID);
}

View File

@ -1,6 +1,5 @@
#include "NjNPCMissionSpinjitzuServer.h"
#include "Character.h"
#include "EntityManager.h"
#include "eMissionState.h"
void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
@ -12,13 +11,11 @@ void NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(Entity* self, Entity* targ
// Wait for an animation to complete and flag that the player has learned spinjitzu
self->AddCallbackTimer(5.0f, [targetID, element]() {
auto* target = Game::entityManager->GetEntity(targetID);
if (target != nullptr) {
auto* character = target->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(ElementFlags.at(element), true);
}
}
GameMessages::SetFlag setFlag{};
setFlag.target = targetID;
setFlag.iFlagId = ElementFlags.at(element);
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
});
}
}

View File

@ -1,6 +1,5 @@
#include "NjWuNPC.h"
#include "MissionComponent.h"
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eMissionState.h"
@ -10,10 +9,8 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, e
// The Dragon statue daily mission
if (missionID == m_MainDragonMissionID) {
auto* character = target->GetCharacter();
auto* missionComponent = target->GetComponent<MissionComponent>();
if (character == nullptr || missionComponent == nullptr)
return;
if (!missionComponent) return;
switch (missionState) {
case eMissionState::AVAILABLE:
@ -24,8 +21,11 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, e
missionComponent->RemoveMission(subMissionID);
missionComponent->AcceptMission(subMissionID);
}
character->SetPlayerFlag(ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST, false);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST;
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
// Hide the chest
for (auto* chest : Game::entityManager->GetEntitiesInGroup(m_DragonChestGroup)) {
@ -38,7 +38,11 @@ void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, e
case eMissionState::READY_TO_COMPLETE:
case eMissionState::COMPLETE_READY_TO_COMPLETE:
{
character->SetPlayerFlag(ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST, true);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
// Show the chest
for (auto* chest : Game::entityManager->GetEntitiesInGroup(m_DragonChestGroup)) {

View File

@ -127,7 +127,10 @@ void BasePropertyServer::BasePlayerLoaded(Entity* self, Entity* player) {
if (player->GetObjectID() != propertyOwner)
return;
} else {
const auto defeatedFlag = player->GetCharacter()->GetPlayerFlag(self->GetVar<int32_t>(defeatedProperyFlag));
GameMessages::GetFlag getFlag{};
getFlag.target = player->GetObjectID();
getFlag.iFlagId = self->GetVar<int32_t>(defeatedProperyFlag);
const auto defeatedFlag = SEND_ENTITY_MSG(getFlag) && getFlag.bFlag;
self->SetNetworkVar(UnclaimedVariable, true);
self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
@ -184,8 +187,13 @@ void BasePropertyServer::BaseZonePropertyModelPlaced(Entity* self, Entity* playe
return;
auto flag = self->GetVar<int32_t>(placedModelFlag);
if (flag)
character->SetPlayerFlag(flag, true);
if (flag) {
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = flag;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
void BasePropertyServer::KillClouds(Entity* self) {
@ -462,10 +470,11 @@ void BasePropertyServer::HandleOrbsTimer(Entity* self) {
// Notifies the client that the property has been claimed with a flag, completes missions too
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
auto* character = player->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(self->GetVar<int32_t>(defeatedProperyFlag), true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = self->GetVar<int32_t>(defeatedProperyFlag);
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
self->AddTimer(TornadoOffTimer, 0.5f);

View File

@ -1,9 +1,9 @@
#include "Darkitect.h"
#include "MissionComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Character.h"
#include "eMissionState.h"
void Darkitect::Reveal(Entity* self, Entity* player) {
@ -18,15 +18,18 @@ void Darkitect::Reveal(Entity* self, Entity* player) {
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* character = player->GetCharacter();
if (destroyableComponent != nullptr && missionComponent != nullptr && character != nullptr) {
if (destroyableComponent != nullptr && missionComponent != nullptr) {
destroyableComponent->SetArmor(0);
destroyableComponent->SetHealth(1);
destroyableComponent->SetImagination(0);
if (missionComponent->GetMissionState(1295) == eMissionState::ACTIVE) {
character->SetPlayerFlag(1911, true);
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 1911;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
Game::entityManager->SerializeEntity(player);

View File

@ -1,16 +1,20 @@
#include "TrialFactionArmorServer.h"
#include "Character.h"
#include "ePlayerFlag.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
void TrialFactionArmorServer::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {
auto* character = itemOwner->GetCharacter();
if (!character) return;
GameMessages::GetFlag flag{};
flag.target = itemOwner->GetObjectID();
flag.iFlagId = ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR;
auto flag = character->GetPlayerFlag(ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR);
if (!flag) {
character->SetPlayerFlag(ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR, true);
if (SEND_ENTITY_MSG(flag) && !flag.bFlag) {
GameMessages::SetFlag setFlag{};
setFlag.iFlagId = ePlayerFlag::EQUPPED_TRIAL_FACTION_GEAR;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
// technically a TimerWithCancel but our current implementation doesnt support this.
itemOwner->AddCallbackTimer(1.0f, [itemOwner]() {

View File

@ -1,11 +1,10 @@
#include "NtFactionSpyServer.h"
#include "Character.h"
#include "ProximityMonitorComponent.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
#include "eCinematicEvent.h"
#include "ePlayerFlag.h"
@ -54,12 +53,14 @@ bool NtFactionSpyServer::IsSpy(Entity* self, Entity* possibleSpy) {
auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
auto* character = possibleSpy->GetCharacter();
GameMessages::GetFlag getFlag{};
getFlag.target = possibleSpy->GetObjectID();
getFlag.iFlagId = spyData.flagID;
// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
return missionComponent != nullptr && missionComponent->GetMissionState(spyData.missionID) == eMissionState::ACTIVE
&& inventoryComponent != nullptr && inventoryComponent->IsEquipped(spyData.itemID)
&& character != nullptr && !character->GetPlayerFlag(spyData.flagID);
&& SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag;
}
void NtFactionSpyServer::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event,
@ -87,10 +88,11 @@ void NtFactionSpyServer::OnCinematicUpdate(Entity* self, Entity* sender, eCinema
} else if (event == eCinematicEvent::ENDED && pathIndex >= dialogueTable.size() - 1) {
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
auto* character = sender->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(spyData.flagID, true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = sender->GetObjectID();
setFlag.iFlagId = spyData.flagID;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
}

View File

@ -1,6 +1,6 @@
#include "BaseFootRaceManager.h"
#include "EntityManager.h"
#include "Character.h"
#include "Entity.h"
void BaseFootRaceManager::OnStartup(Entity* self) {
@ -21,31 +21,31 @@ void BaseFootRaceManager::OnFireEventServerSide(Entity* self, Entity* sender, st
if (eventName == "updatePlayer") {
UpdatePlayer(self, player->GetObjectID());
} else if (IsPlayerInActivity(self, player->GetObjectID())) {
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = 115;
if (eventName == "initialActivityScore") {
auto* character = player->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(115, true);
}
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
SetActivityScore(self, player->GetObjectID(), 1);
} else if (eventName == "updatePlayerTrue") {
auto* character = player->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(115, false);
}
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
UpdatePlayer(self, player->GetObjectID(), true);
} else if (eventName == "PlayerWon") {
auto* character = player->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(115, false);
if (param2 != -1) // Certain footraces set a flag
character->SetPlayerFlag(param2, true);
setFlag.bFlag = false;
SEND_ENTITY_MSG(setFlag);
if (param2 != -1) {
setFlag.iFlagId = param2;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
StopActivity(self, player->GetObjectID(), 0, param1);
SaveScore(self, player->GetObjectID(), static_cast<float>(param1), static_cast<float>(param2), static_cast<float>(param3));
}
StopActivity(self, player->GetObjectID(), 0, param1);
SaveScore(self, player->GetObjectID(), static_cast<float>(param1), static_cast<float>(param2), static_cast<float>(param3));
}
}
}

View File

@ -1,7 +1,9 @@
#include "FvFreeGfNinjas.h"
#include "Character.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "Game.h"
#include "EntityManager.h"
void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == 705 && missionState == eMissionState::AVAILABLE) {
@ -14,13 +16,17 @@ void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missi
missionComponent->AcceptMission(703);
missionComponent->AcceptMission(704);
auto* character = target->GetCharacter();
if (character != nullptr)
character->SetPlayerFlag(68, true);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = 68;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
} else if (missionID == 786) {
auto* character = target->GetCharacter();
if (character != nullptr)
character->SetPlayerFlag(81, true);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = 81;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
@ -31,9 +37,11 @@ void FvFreeGfNinjas::OnUse(Entity* self, Entity* user) {
return;
if (missionComponent->GetMissionState(705) == eMissionState::ACTIVE) {
auto* character = user->GetCharacter();
if (character != nullptr)
character->SetPlayerFlag(68, true);
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = 68;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
missionComponent->AcceptMission(701, true);
missionComponent->AcceptMission(702, true);

View File

@ -1,6 +1,6 @@
#include "FvPandaServer.h"
#include "PetComponent.h"
#include "Character.h"
#include "ePetTamingNotifyType.h"
void FvPandaServer::OnStartup(Entity* self) {
@ -19,10 +19,11 @@ void FvPandaServer::OnNotifyPetTamingMinigame(Entity* self, Entity* tamer, ePetT
} else if (type == ePetTamingNotifyType::SUCCESS) {
// TODO: Remove from groups
auto* character = tamer->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(82, true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = tamer->GetObjectID();
setFlag.iFlagId = 82;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}

View File

@ -1,13 +1,15 @@
#include "FvPandaSpawnerServer.h"
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "EntityInfo.h"
#include "ScriptedActivityComponent.h"
void FvPandaSpawnerServer::OnCollisionPhantom(Entity* self, Entity* target) {
auto* character = target->GetCharacter();
if (character != nullptr && character->GetPlayerFlag(81)) {
GameMessages::GetFlag getFlag{};
getFlag.target = target->GetObjectID();
getFlag.iFlagId = 81;
if (SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) {
auto raceObjects = Game::entityManager->GetEntitiesInGroup("PandaRaceObject");
if (raceObjects.empty())

View File

@ -1,6 +1,6 @@
#include "GfJailkeepMission.h"
#include "MissionComponent.h"
#include "Character.h"
#include "eMissionState.h"
void GfJailkeepMission::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
@ -14,8 +14,11 @@ void GfJailkeepMission::OnMissionDialogueOK(Entity* self, Entity* target, int mi
missionComponent->AcceptMission(388, true);
missionComponent->AcceptMission(390, true);
} else if (missionID == 385 && missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
auto* character = target->GetCharacter();
if (character != nullptr && character->GetPlayerFlag(68)) {
GameMessages::GetFlag getFlag{};
getFlag.target = target->GetObjectID();
getFlag.iFlagId = 68;
if (SEND_ENTITY_MSG(getFlag) && getFlag.bFlag) {
missionComponent->AcceptMission(701);
missionComponent->AcceptMission(702);
missionComponent->AcceptMission(703);

View File

@ -1,14 +1,15 @@
#include "PirateRep.h"
#include "Character.h"
#include "eMissionState.h"
#include "Entity.h"
#include "ePlayerFlag.h"
void PirateRep::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == m_PirateRepMissionID && missionState >= eMissionState::READY_TO_COMPLETE) {
auto* character = target->GetCharacter();
if (character) {
character->SetPlayerFlag(ePlayerFlag::GF_PIRATE_REP, true);
}
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = ePlayerFlag::GF_PIRATE_REP;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}

View File

@ -1,7 +1,7 @@
#include "NsGetFactionMissionServer.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "Character.h"
#include "eReplicaComponentType.h"
#include "ePlayerFlag.h"
@ -42,11 +42,17 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
}
if (flagID != -1) {
player->GetCharacter()->SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
player->GetCharacter()->SetPlayerFlag(flagID, true);
GameMessages::SetFlag setFlag{};
setFlag.target = player->GetObjectID();
setFlag.iFlagId = ePlayerFlag::JOINED_A_FACTION;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
setFlag.iFlagId = flagID;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
auto* mis = player->GetComponent<MissionComponent>();
for (int mission : factionMissions) {
mis->AcceptMission(mission);

View File

@ -1,6 +1,6 @@
#include "AgPropGuard.h"
#include "Entity.h"
#include "Character.h"
#include "EntityManager.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
@ -8,13 +8,16 @@
#include "eMissionState.h"
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
auto* missionComponent = target->GetComponent<MissionComponent>();
auto* inventoryComponent = target->GetComponent<InventoryComponent>();
if (!missionComponent || !inventoryComponent) return;
const auto state = missionComponent->GetMissionState(320);
if (missionID == 768 && missionState == eMissionState::AVAILABLE) {
if (!character->GetPlayerFlag(71)) {
GameMessages::GetFlag getFlag{};
getFlag.target = target->GetObjectID();
getFlag.iFlagId = 71;
if (SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
// TODO: Cinematic "MissionCam"
}
} else if (missionID == 768 && missionState >= eMissionState::READY_TO_COMPLETE) {
@ -27,13 +30,12 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
inventoryComponent->RemoveItem(id->GetLot(), id->GetCount());
}
}
} else if (
(missionID == 320 && state == eMissionState::AVAILABLE) /*||
(state == eMissionState::COMPLETE && missionID == 891 && missionState == eMissionState::READY_TO_COMPLETE)*/
) {
//GameMessages::SendNotifyClientObject(Game::entityManager->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress());
target->GetCharacter()->SetPlayerFlag(113, true);
} else if (missionID == 320 && state == eMissionState::AVAILABLE) {
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = 113;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
Game::entityManager->GetZoneControlEntity()->AddTimer("GuardFlyAway", 1.0f);
}

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@ -1,21 +1,21 @@
#include "AgPropguards.h"
#include "Character.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "eMissionState.h"
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
const auto flag = GetFlagForMission(missionID);
if (flag == 0)
return;
GameMessages::GetFlag getFlag{};
getFlag.target = target->GetObjectID();
getFlag.iFlagId = flag;
if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::ACTIVE)
&& !character->GetPlayerFlag(flag)) {
&& SEND_ENTITY_MSG(getFlag) && !getFlag.bFlag) {
// If the player just started the mission, play a cinematic highlighting the target
GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
} else if (missionState == eMissionState::READY_TO_COMPLETE) {

View File

@ -1044,10 +1044,12 @@ void HandlePacket(Packet* packet) {
switch (version) {
case eCharacterVersion::RELEASE:
// TODO: Implement, super low priority
case eCharacterVersion::LIVE:
case eCharacterVersion::LIVE: {
LOG("Updating Character Flags");
c->SetRetroactiveFlags();
GameMessages::SetRetroactiveFlags flags{};
SEND_ENTITY_MSG(flags);
levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
}
case eCharacterVersion::PLAYER_FACTION_FLAGS:
LOG("Updating Vault Size");
player->RetroactiveVaultSize();