mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 17:54:01 +00:00
Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
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@@ -673,6 +673,9 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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case GAME_MSG_ACTIVATE_BUBBLE_BUFF:
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GameMessages::HandleActivateBubbleBuff(inStream, entity);
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break;
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case GAME_MSG_ZONE_SUMMARY_DISMISSED:
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GameMessages::HandleZoneSummaryDismissed(inStream, entity);
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break;
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default:
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// Game::logger->Log("GameMessageHandler", "Unknown game message ID: %i", messageID);
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break;
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@@ -34,6 +34,7 @@
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#include "eRacingTaskParam.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "eTriggerEventType.h"
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#include <sstream>
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#include <future>
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@@ -2813,7 +2814,7 @@ void GameMessages::HandleSetConsumableItem(RakNet::BitStream* inStream, Entity*
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void GameMessages::SendPlayCinematic(LWOOBJID objectId, std::u16string pathName, const SystemAddress& sysAddr,
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bool allowGhostUpdates, bool bCloseMultiInteract, bool bSendServerNotify, bool bUseControlledObjectForAudioListener,
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int endBehavior, bool hidePlayerDuringCine, float leadIn, bool leavePlayerLockedWhenFinished,
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eEndBehavior endBehavior, bool hidePlayerDuringCine, float leadIn, bool leavePlayerLockedWhenFinished,
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bool lockPlayer, bool result, bool skipIfSamePath, float startTimeAdvance) {
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CBITSTREAM;
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CMSGHEADER;
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@@ -2826,8 +2827,8 @@ void GameMessages::SendPlayCinematic(LWOOBJID objectId, std::u16string pathName,
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bitStream.Write(bSendServerNotify);
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bitStream.Write(bUseControlledObjectForAudioListener);
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bitStream.Write(endBehavior != 0);
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if (endBehavior != 0) bitStream.Write(endBehavior);
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bitStream.Write(endBehavior != eEndBehavior::RETURN);
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if (endBehavior != eEndBehavior::RETURN) bitStream.Write(endBehavior);
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bitStream.Write(hidePlayerDuringCine);
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@@ -6155,6 +6156,13 @@ void GameMessages::SendDeactivateBubbleBuffFromServer(LWOOBJID objectId, const S
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SEND_PACKET;
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}
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void GameMessages::HandleZoneSummaryDismissed(RakNet::BitStream* inStream, Entity* entity) {
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LWOOBJID player_id;
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inStream->Read<LWOOBJID>(player_id);
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auto target = EntityManager::Instance()->GetEntity(player_id);
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entity->TriggerEvent(eTriggerEventType::ZONE_SUMMARY_DISMISSED, target);
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};
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void GameMessages::SendSetNamebillboardState(const SystemAddress& sysAddr, LWOOBJID objectId) {
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CBITSTREAM;
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CMSGHEADER;
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@@ -7,6 +7,7 @@
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#include <vector>
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#include "eMovementPlatformState.h"
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#include "NiPoint3.h"
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#include "eEndBehavior.h"
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class AMFValue;
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class Entity;
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@@ -266,7 +267,7 @@ namespace GameMessages {
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void SendPlayCinematic(LWOOBJID objectId, std::u16string pathName, const SystemAddress& sysAddr,
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bool allowGhostUpdates = true, bool bCloseMultiInteract = true, bool bSendServerNotify = false, bool bUseControlledObjectForAudioListener = false,
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int endBehavior = 0, bool hidePlayerDuringCine = false, float leadIn = -1, bool leavePlayerLockedWhenFinished = false,
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eEndBehavior endBehavior = eEndBehavior::RETURN, bool hidePlayerDuringCine = false, float leadIn = -1, bool leavePlayerLockedWhenFinished = false,
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bool lockPlayer = true, bool result = false, bool skipIfSamePath = false, float startTimeAdvance = 0);
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void SendEndCinematic(LWOOBJID objectID, std::u16string pathName, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS,
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@@ -633,6 +634,8 @@ namespace GameMessages {
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void SendActivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr);
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void SendDeactivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr);
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void HandleZoneSummaryDismissed(RakNet::BitStream* inStream, Entity* entity);
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};
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#endif // GAMEMESSAGES_H
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