Implement Rocket Launch Lup Component

This commit is contained in:
Aaron Kimbre
2022-05-03 15:05:29 -05:00
parent 427c4a8c33
commit bd3e8aee51
8 changed files with 94 additions and 208 deletions

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#include "RocketLaunchLupComponent.h"
#include "CDClientDatabase.h"
#include "RocketLaunchpadControlComponent.h"
#include "CharacterComponent.h"
#include "Item.h"
RocketLaunchLupComponent::RocketLaunchLupComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
// get the lup worlds from the cdclient
std::string query = "SELECT * FROM LUPZoneIDs;";
auto results = CDClientDatabase::ExecuteQuery(query);
while (!results.eof()) {
// fallback to 1600 incase there is an issue
m_LUPWorlds.push_back(results.getIntField(0, 1600));
results.nextRow();
}
results.finalize();
}
RocketLaunchLupComponent::~RocketLaunchLupComponent() {
if (!m_rocket) return;
// when we exit the ui we need to unequip the rocket
m_rocket->UnEquip();
}
void RocketLaunchLupComponent::OnUse(Entity* originator) {
// the LUP world menu is just the property menu, the client knows how to handle it
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
// get the rocket to "equip" it so we are holding it
// taken from the RocketLaunchControlComponent
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
auto* characterComponent = originator->GetComponent<CharacterComponent>();
if (!inventoryComponent || !characterComponent) return;
m_rocket = inventoryComponent->FindItemById(characterComponent->GetLastRocketItemID());
if (!m_rocket) return;
m_rocket->Equip(true);
}
void RocketLaunchLupComponent::OnSelectWorld(Entity* originator, uint32_t index, const SystemAddress& sysAddr) {
if (m_rocket) m_rocket->UnEquip();
// Add one to index because the actual LUP worlds start at index 1.
index++;
auto* rocketLaunchpadControlComponent = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
rocketLaunchpadControlComponent->Launch(originator, LWOOBJID_EMPTY, m_LUPWorlds[index], 0);
}

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#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
#include "Item.h"
/**
* Component that handles the LUP/WBL rocket launchpad that can be interacted with to travel to WBL worlds.
*
*/
class RocketLaunchLupComponent : public Component {
public:
static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_ROCKET_LAUNCH_LUP;
RocketLaunchLupComponent(Entity* parent);
~RocketLaunchLupComponent() override;
void OnUse(Entity* originator) override;
void OnSelectWorld(Entity* originator, uint32_t index, const SystemAddress& sysAddr);
private:
std::vector<LWOMAPID> m_LUPWorlds {};
Item* m_rocket = nullptr;
};