#include "RocketLaunchpadControlComponent.h" #include #include "GameMessages.h" #include "CharacterComponent.h" #include "dZoneManager.h" #include "EntityManager.h" #include "Item.h" #include "Game.h" #include "dLogger.h" #include "CDClientDatabase.h" #include "ChatPackets.h" #include "MissionComponent.h" #include "PropertyEntranceComponent.h" #include "RocketLaunchLupComponent.h" #include "dServer.h" #include "dMessageIdentifiers.h" #include "PacketUtils.h" RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) { auto query = CDClientDatabase::CreatePreppedStmt( "SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = ?;"); query.bind(1, rocketId); auto result = query.execQuery(); if (!result.eof() && !result.fieldIsNull(0)) { m_TargetZone = result.getIntField(0); m_DefaultZone = result.getIntField(1); m_TargetScene = result.getStringField(2); m_AltPrecondition = new PreconditionExpression(result.getStringField(3)); m_AltLandingScene = result.getStringField(4); } result.finalize(); } RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() { delete m_AltPrecondition; } void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) { auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId; if (zone == 0) { return; } // This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready auto* characterComponent = originator->GetComponent(); auto* character = originator->GetCharacter(); if (!characterComponent || !character) return; auto* rocket = characterComponent->GetRocket(originator); if (!rocket) { Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket!\n"); return; } // we have the ability to launch, so now we prep the zone TellMasterToPrepZone(zone); // Achievement unlocked: "All zones unlocked" if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) { character->SetTargetScene(m_AltLandingScene); } else { character->SetTargetScene(m_TargetScene); } characterComponent->UpdatePlayerStatistic(RocketsUsed); character->SaveXMLToDatabase(); SetSelectedMapId(originator->GetObjectID(), zone); GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID()); GameMessages::SendChangeObjectWorldState(rocket->GetId(), WORLDSTATE_ATTACHED, UNASSIGNED_SYSTEM_ADDRESS); EntityManager::Instance()->SerializeEntity(originator); } void RocketLaunchpadControlComponent::OnUse(Entity* originator) { // If we are have the property or the LUP component, we don't want to immediately launch // instead we let their OnUse handlers do their things // which components of an Object have their OnUse called when using them // so we don't need to call it here auto* propertyEntrance = m_Parent->GetComponent(); if (propertyEntrance) { return; } auto* rocketLaunchLUP = m_Parent->GetComponent(); if (rocketLaunchLUP) { return; } // No rocket no launch auto* rocket = originator->GetComponent()->RocketEquip(originator); if (!rocket) { return; } Launch(originator); } void RocketLaunchpadControlComponent::OnProximityUpdate(Entity* entering, std::string name, std::string status) { // Proximity rockets are handled by item equipment } void RocketLaunchpadControlComponent::SetSelectedMapId(LWOOBJID player, LWOMAPID mapID) { m_SelectedMapIds[player] = mapID; } LWOMAPID RocketLaunchpadControlComponent::GetSelectedMapId(LWOOBJID player) const { const auto index = m_SelectedMapIds.find(player); if (index == m_SelectedMapIds.end()) return 0; return index->second; } void RocketLaunchpadControlComponent::SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId) { m_SelectedCloneIds[player] = cloneId; } LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player) const { const auto index = m_SelectedCloneIds.find(player); if (index == m_SelectedCloneIds.end()) return 0; return index->second; } void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) { CBITSTREAM; PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_PREP_ZONE); bitStream.Write(zoneID); Game::server->SendToMaster(&bitStream); } LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const { return m_TargetZone; } LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const { return m_DefaultZone; }