mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Add FlagComponent and msg handlers
This commit is contained in:
@@ -22,6 +22,7 @@
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#include "eGameMasterLevel.h"
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#include "ePlayerFlag.h"
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#include "CDPlayerFlagsTable.h"
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#include "FlagComponent.h"
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Character::Character(uint32_t id, User* parentUser) {
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//First load the name, etc:
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@@ -37,7 +38,7 @@ Character::~Character() {
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m_ParentUser = nullptr;
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}
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void Character::UpdateInfoFromDatabase() {
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void Character::UpdateInfoFromDatabase(bool clearSessionFlags) {
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auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
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if (charInfo) {
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@@ -65,10 +66,17 @@ void Character::UpdateInfoFromDatabase() {
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m_OurEntity = nullptr;
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m_BuildMode = false;
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// This is not done through a game message because our current implementation does this at a point
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// in time where an Entity does not exist, so there is no FlagComponent to handle the msg.
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if (clearSessionFlags) {
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FlagComponent::ClearSessionFlags(m_Doc);
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WriteToDatabase();
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}
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}
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void Character::UpdateFromDatabase() {
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UpdateInfoFromDatabase();
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void Character::UpdateFromDatabase(bool clearSessionFlags) {
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UpdateInfoFromDatabase(clearSessionFlags);
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}
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void Character::DoQuickXMLDataParse() {
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@@ -197,25 +205,6 @@ void Character::DoQuickXMLDataParse() {
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character->QueryAttribute("lzrz", &m_OriginalRotation.z);
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character->QueryAttribute("lzrw", &m_OriginalRotation.w);
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}
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (flags) {
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auto* currentChild = flags->FirstChildElement();
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while (currentChild) {
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const auto* temp = currentChild->Attribute("v");
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const auto* id = currentChild->Attribute("id");
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if (temp && id) {
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uint32_t index = 0;
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uint64_t value = 0;
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index = std::stoul(id);
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value = std::stoull(temp);
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m_PlayerFlags.insert(std::make_pair(index, value));
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}
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currentChild = currentChild->NextSiblingElement();
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}
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}
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}
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void Character::UnlockEmote(int emoteID) {
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@@ -276,25 +265,6 @@ void Character::SaveXMLToDatabase() {
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character->LinkEndChild(emotes);
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}
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//Export our flags:
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (!flags) {
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flags = m_Doc.NewElement("flag"); //Create a flags tag if we don't have one
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m_Doc.FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
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}
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flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
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for (const auto& [index, flagBucket] : m_PlayerFlags) {
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auto* f = flags->InsertNewChildElement("f");
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f->SetAttribute("id", index);
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f->SetAttribute("v", flagBucket);
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}
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for (const auto& sessionFlag : m_SessionFlags) {
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auto* s = flags->InsertNewChildElement("s");
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s->SetAttribute("si", sessionFlag);
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}
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SaveXmlRespawnCheckpoints();
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m_OurEntity->UpdateXMLDoc(m_Doc);
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@@ -307,23 +277,6 @@ void Character::SaveXMLToDatabase() {
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LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
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}
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void Character::SetIsNewLogin() {
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// If we dont have a flag element, then we cannot have a s element as a child of flag.
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (!flags) return;
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auto* currentChild = flags->FirstChildElement();
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while (currentChild) {
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auto* nextChild = currentChild->NextSiblingElement();
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if (currentChild->Attribute("si")) {
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LOG("Removed session flag (%s) from character %i:%s, saving character to database", currentChild->Attribute("si"), GetID(), GetName().c_str());
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flags->DeleteChild(currentChild);
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WriteToDatabase();
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}
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currentChild = nextChild;
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}
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}
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void Character::WriteToDatabase() {
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//Dump our xml into m_XMLData:
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tinyxml2::XMLPrinter printer(0, true, 0);
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@@ -333,90 +286,6 @@ void Character::WriteToDatabase() {
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Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
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}
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void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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// If the flag is already set, we don't have to recalculate it
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if (GetPlayerFlag(flagId) == value) return;
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if (value) {
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// Update the mission component:
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auto* player = Game::entityManager->GetEntity(m_ObjectID);
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if (player != nullptr) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
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}
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}
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}
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const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
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if (flagEntry && flagEntry->sessionOnly) {
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if (value) m_SessionFlags.insert(flagId);
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else m_SessionFlags.erase(flagId);
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} else {
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// Calculate the index first
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auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto shiftedValue = 1ULL << flagId % 64;
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auto it = m_PlayerFlags.find(flagIndex);
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// Check if flag index exists
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if (it != m_PlayerFlags.end()) {
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// Update the value
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if (value) {
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it->second |= shiftedValue;
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} else {
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it->second &= ~shiftedValue;
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}
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} else {
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if (value) {
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// Otherwise, insert the value
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uint64_t flagValue = 0;
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flagValue |= shiftedValue;
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m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
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}
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}
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}
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// Notify the client that a flag has changed server-side
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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}
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bool Character::GetPlayerFlag(const uint32_t flagId) const {
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using enum ePlayerFlag;
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bool toReturn = false; //by def, return false.
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const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
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if (flagEntry && flagEntry->sessionOnly) {
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toReturn = m_SessionFlags.contains(flagId);
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} else {
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// Calculate the index first
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto shiftedValue = 1ULL << flagId % 64;
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auto it = m_PlayerFlags.find(flagIndex);
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if (it != m_PlayerFlags.end()) {
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// Don't set the data if we don't have to
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toReturn = (it->second & shiftedValue) != 0;
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}
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}
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return toReturn;
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}
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void Character::SetRetroactiveFlags() {
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// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
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if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
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SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
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}
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}
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void Character::SaveXmlRespawnCheckpoints() {
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//Export our respawn points:
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auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
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@@ -473,7 +342,11 @@ void Character::OnZoneLoad() {
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if (missionComponent != nullptr) {
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// Fix the monument race flag
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if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
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SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
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GameMessages::SetFlag setFlag{};
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setFlag.target = m_ObjectID;
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setFlag.iFlagId = ePlayerFlag::AG_FINISH_LINE_BUILT;
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setFlag.bFlag = true;
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SEND_ENTITY_MSG(setFlag);
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}
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}
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@@ -31,7 +31,7 @@ public:
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*/
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void WriteToDatabase();
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void SaveXMLToDatabase();
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void UpdateFromDatabase();
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void UpdateFromDatabase(bool clearSessionFlags = false);
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void SaveXmlRespawnCheckpoints();
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void LoadXmlRespawnCheckpoints();
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@@ -40,15 +40,6 @@ public:
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const tinyxml2::XMLDocument& GetXMLDoc() const { return m_Doc; }
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void _setXmlDoc(tinyxml2::XMLDocument& doc) { doc.DeepCopy(&m_Doc); }
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/**
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* Out of abundance of safety and clarity of what this saves, this is its own function.
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*
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* Clears the s element from the flag element and saves the xml to the database. Used to prevent the news
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* feed from showing up on world transfers.
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*
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*/
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void SetIsNewLogin();
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/**
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* Gets the database ID of the character
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* @return the database ID of the character
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@@ -410,32 +401,11 @@ public:
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*/
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void UnlockEmote(int emoteID);
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/**
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* Sets a flag for the character, indicating certain parts of the game that have been interacted with. Not to be
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* confused with the permissions
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* @param flagId the ID of the flag to set
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* @param value the value to set for the flag
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*/
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void SetPlayerFlag(uint32_t flagId, bool value);
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/**
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* Gets the value for a certain character flag
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* @param flagId the ID of the flag to get a value for
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* @return the value of the flag given the ID (the default is false, obviously)
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*/
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bool GetPlayerFlag(uint32_t flagId) const;
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/**
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* Notifies the character that they're now muted
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*/
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void SendMuteNotice() const;
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/**
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* Sets any flags that are meant to have been set that may not have been set due to them being
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* missing in a previous patch.
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*/
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void SetRetroactiveFlags();
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/**
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* Get the equipped items for this character, only used for character creation
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* @return the equipped items for this character on world load
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@@ -465,7 +435,7 @@ public:
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void _setXmlData(const std::string& xmlData) { m_XMLData = xmlData; }
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private:
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void UpdateInfoFromDatabase();
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void UpdateInfoFromDatabase(bool clearSessionFlags);
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/**
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* The ID of this character. First 32 bits of the ObjectID.
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*/
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@@ -620,17 +590,6 @@ private:
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*/
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uint64_t m_LastLogin{};
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/**
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* Flags only set for the duration of a session
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*
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*/
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std::set<uint32_t> m_SessionFlags;
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/**
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* The gameplay flags this character has (not just true values)
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*/
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std::unordered_map<uint32_t, uint64_t> m_PlayerFlags;
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/**
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* The character XML belonging to this character
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*/
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@@ -84,6 +84,7 @@
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#include "GhostComponent.h"
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#include "AchievementVendorComponent.h"
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#include "VanityUtilities.h"
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#include "FlagComponent.h"
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// Table includes
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#include "CDComponentsRegistryTable.h"
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@@ -482,6 +483,8 @@ void Entity::Initialize() {
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AddComponent<CharacterComponent>(m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
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AddComponent<GhostComponent>();
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AddComponent<FlagComponent>()->LoadFromXml(m_Character->GetXMLDoc());
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}
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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) {
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bool EntityManager::IsExcludedFromGhosting(LOT lot) {
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return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
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}
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bool EntityManager::SendMsg(GameMessages::GameMsg& msg) {
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bool bRet = false;
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auto* entity = GetEntity(msg.target);
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if (entity) bRet = entity->HandleMsg(msg);
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return bRet;
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}
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@@ -8,6 +8,13 @@
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#include "dCommonVars.h"
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// Convenience macro to send a message to the entity manager
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#define SEND_ENTITY_MSG(msg) Game::entityManager->SendMsg(msg)
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namespace GameMessages {
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struct GameMsg;
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};
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class Entity;
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class EntityInfo;
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class Player;
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@@ -72,6 +79,9 @@ public:
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const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
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const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
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// Sends a message to be handled by the receiving entity
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bool SendMsg(GameMessages::GameMsg& msg);
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private:
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void SerializeEntities();
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void KillEntities();
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@@ -197,6 +197,10 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
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skillComponent->Reset();
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}
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GameMessages::ClearSessionFlags msg{};
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msg.target = chars[i]->GetObjectID();
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SEND_ENTITY_MSG(msg);
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Game::entityManager->DestroyEntity(chars[i]->GetEntity());
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chars[i]->SaveXMLToDatabase();
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@@ -210,8 +214,7 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
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for (const auto& characterId : Database::Get()->GetAccountCharacterIds(u->GetAccountID())) {
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Character* character = new Character(characterId, u);
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character->UpdateFromDatabase();
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character->SetIsNewLogin();
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character->UpdateFromDatabase(true);
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chars.push_back(character);
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}
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@@ -10,6 +10,7 @@ set(DGAME_DCOMPONENTS_SOURCES
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"ControllablePhysicsComponent.cpp"
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"DestroyableComponent.cpp"
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"DonationVendorComponent.cpp"
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"FlagComponent.cpp"
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"GhostComponent.cpp"
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"InventoryComponent.cpp"
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"ItemComponent.cpp"
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199
dGame/dComponents/FlagComponent.cpp
Normal file
199
dGame/dComponents/FlagComponent.cpp
Normal file
@@ -0,0 +1,199 @@
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#include "FlagComponent.h"
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#include "CDPlayerFlagsTable.h"
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#include "eMissionTaskType.h"
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#include "ePlayerFlag.h"
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#include "MissionComponent.h"
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FlagComponent::FlagComponent(Entity* parent) : Component(parent) {
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RegisterMsg(MessageType::Game::SET_FLAG, this, &FlagComponent::OnSetFlag);
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RegisterMsg(MessageType::Game::GET_FLAG, this, &FlagComponent::OnGetFlag);
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RegisterMsg(MessageType::Game::CLEAR_SESSION_FLAGS, this, &FlagComponent::OnClearSessionFlags);
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RegisterMsg(MessageType::Game::SET_RETROACTIVE_FLAGS, this, &FlagComponent::OnSetRetroactiveFlags);
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}
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bool FlagComponent::OnSetFlag(GameMessages::GameMsg& msg) {
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auto& setFlag = static_cast<GameMessages::SetFlag&>(msg);
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LOG("Set %i", setFlag.iFlagId);
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SetPlayerFlag(setFlag.iFlagId, setFlag.bFlag);
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// This is always set the first time a player loads into a world from character select
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// and is used to know when to refresh the players inventory items so they show up.
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if (setFlag.iFlagId == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && setFlag.bFlag) {
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m_Parent->SetVar<bool>(u"dlu_first_time_load", true);
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}
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return true;
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}
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bool FlagComponent::OnGetFlag(GameMessages::GameMsg& msg) {
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auto& getFlag = static_cast<GameMessages::GetFlag&>(msg);
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LOG("Get %i", getFlag.iFlagId);
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getFlag.bFlag = GetPlayerFlag(getFlag.iFlagId);
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return true;
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}
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void FlagComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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if (!doc.FirstChildElement("obj")) return;
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auto& obj = *doc.FirstChildElement("obj");
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if (!obj.FirstChildElement("flag")) {
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obj.InsertNewChildElement("flag");
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}
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auto& flags = *obj.FirstChildElement("flag");
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flags.DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
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// Save our flags
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for (const auto& [index, flagBucket] : m_PlayerFlags) {
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auto& f = *flags.InsertNewChildElement("f");
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f.SetAttribute("id", index);
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f.SetAttribute("v", flagBucket);
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}
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// Save our session flags
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for (const auto& sessionFlag : m_SessionFlags) {
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auto& s = *flags.InsertNewChildElement("s");
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LOG("Saving session flag %i", sessionFlag);
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s.SetAttribute("si", sessionFlag);
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}
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}
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void FlagComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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if (!doc.FirstChildElement("obj")) return;
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auto& obj = *doc.FirstChildElement("obj");
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if (!obj.FirstChildElement("flag")) return;
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auto& flags = *obj.FirstChildElement("flag");
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const auto* currentChild = flags.FirstChildElement("f");
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while (currentChild) {
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const auto* temp = currentChild->Attribute("v");
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const auto* id = currentChild->Attribute("id");
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if (temp && id) {
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uint32_t index = 0;
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uint64_t value = 0;
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index = std::stoul(id);
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value = std::stoull(temp);
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m_PlayerFlags.insert(std::make_pair(index, value));
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}
|
||||
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;
|
||||
}
|
||||
}
|
59
dGame/dComponents/FlagComponent.h
Normal file
59
dGame/dComponents/FlagComponent.h
Normal file
@@ -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
|
@@ -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());
|
||||
|
@@ -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);
|
||||
}
|
||||
|
@@ -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;
|
||||
}
|
||||
|
||||
|
@@ -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);
|
||||
}
|
||||
}
|
||||
|
@@ -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
|
||||
|
@@ -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;
|
||||
}
|
||||
|
||||
|
@@ -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:
|
||||
|
@@ -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) {
|
||||
|
Reference in New Issue
Block a user