#include "Character.h" #include "User.h" #include "Database.h" #include "GeneralUtils.h" #include "Logger.h" #include "BitStream.h" #include "Game.h" #include #include "Entity.h" #include "EntityManager.h" #include "GameMessages.h" #include "MissionComponent.h" #include "dZoneManager.h" #include "dServer.h" #include "Zone.h" #include "ChatPackets.h" #include "Inventory.h" #include "InventoryComponent.h" #include "eMissionTaskType.h" #include "eMissionState.h" #include "eObjectBits.h" #include "eGameMasterLevel.h" #include "ePlayerFlag.h" #include "CDPlayerFlagsTable.h" #include "FlagComponent.h" Character::Character(uint32_t id, User* parentUser) { //First load the name, etc: m_ID = id; m_ParentUser = parentUser; m_OurEntity = nullptr; m_GMLevel = eGameMasterLevel::CIVILIAN; m_PermissionMap = static_cast(0); } Character::~Character() { m_OurEntity = nullptr; m_ParentUser = nullptr; } void Character::UpdateInfoFromDatabase(bool clearSessionFlags) { auto charInfo = Database::Get()->GetCharacterInfo(m_ID); if (charInfo) { m_Name = charInfo->name; m_UnapprovedName = charInfo->pendingName; m_NameRejected = charInfo->needsRename; m_PropertyCloneID = charInfo->cloneId; m_PermissionMap = charInfo->permissionMap; } //Load the xmlData now: m_XMLData = Database::Get()->GetCharacterXml(m_ID); m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing. m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused. m_ZoneCloneID = 0; //Quickly and dirtly parse the xmlData to get the info we need: DoQuickXMLDataParse(); //Set our objectID: m_ObjectID = m_ID; GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER); GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT); 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(bool clearSessionFlags) { UpdateInfoFromDatabase(clearSessionFlags); } void Character::DoQuickXMLDataParse() { if (m_XMLData.size() == 0) return; if (m_Doc.Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) { LOG("Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID); } else { LOG("Failed to load xmlData (%i) (%s) (%s)!", m_Doc.ErrorID(), m_Doc.ErrorIDToName(m_Doc.ErrorID()), m_Doc.ErrorStr()); //Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true); return; } tinyxml2::XMLElement* mf = m_Doc.FirstChildElement("obj")->FirstChildElement("mf"); if (!mf) { LOG("Failed to find mf tag!"); return; } mf->QueryAttribute("hc", &m_HairColor); mf->QueryAttribute("hs", &m_HairStyle); mf->QueryAttribute("t", &m_ShirtColor); mf->QueryAttribute("l", &m_PantsColor); mf->QueryAttribute("lh", &m_LeftHand); mf->QueryAttribute("rh", &m_RightHand); mf->QueryAttribute("es", &m_Eyebrows); mf->QueryAttribute("ess", &m_Eyes); mf->QueryAttribute("ms", &m_Mouth); tinyxml2::XMLElement* inv = m_Doc.FirstChildElement("obj")->FirstChildElement("inv"); if (!inv) { LOG("Char has no inv!"); return; } tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in"); if (!bag) { LOG("Couldn't find bag0!"); return; } while (bag != nullptr) { auto* sib = bag->FirstChildElement(); while (sib != nullptr) { bool eq = false; sib->QueryAttribute("eq", &eq); LOT lot = 0; sib->QueryAttribute("l", &lot); if (eq) { if (lot != 0) m_EquippedItems.push_back(lot); } sib = sib->NextSiblingElement(); } bag = bag->NextSiblingElement(); } tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char"); if (character) { character->QueryAttribute("cc", &m_Coins); int32_t gm_level = 0; character->QueryAttribute("gm", &gm_level); m_GMLevel = static_cast(gm_level); uint64_t lzidConcat = 0; if (character->FindAttribute("lzid")) { character->QueryAttribute("lzid", &lzidConcat); m_ZoneID = lzidConcat & ((1 << 16) - 1); m_ZoneInstanceID = (lzidConcat >> 16) & ((1 << 16) - 1); m_ZoneCloneID = (lzidConcat >> 32) & ((1 << 30) - 1); } //Darwin's backup if (character->FindAttribute("lwid")) { uint32_t worldID = 0; character->QueryAttribute("lwid", &worldID); m_ZoneID = worldID; } if (character->FindAttribute("lnzid")) { uint32_t lastNonInstanceZoneID = 0; character->QueryAttribute("lnzid", &lastNonInstanceZoneID); m_LastNonInstanceZoneID = lastNonInstanceZoneID; } if (character->FindAttribute("tscene")) { const char* tscene = nullptr; character->QueryStringAttribute("tscene", &tscene); m_TargetScene = std::string(tscene); } //To try and fix the AG landing into: if (m_ZoneID == 1000 && Game::server->GetZoneID() == 1100) { //sneakily insert our position: auto pos = Game::zoneManager->GetZone()->GetSpawnPos(); character->SetAttribute("lzx", pos.x); character->SetAttribute("lzy", pos.y); character->SetAttribute("lzz", pos.z); } auto emotes = character->FirstChildElement("ue"); if (emotes) { auto currentChild = emotes->FirstChildElement(); while (currentChild) { int emoteID; currentChild->QueryAttribute("id", &emoteID); m_UnlockedEmotes.push_back(emoteID); currentChild = currentChild->NextSiblingElement(); } } character->QueryAttribute("lzx", &m_OriginalPosition.x); character->QueryAttribute("lzy", &m_OriginalPosition.y); character->QueryAttribute("lzz", &m_OriginalPosition.z); character->QueryAttribute("lzrx", &m_OriginalRotation.x); character->QueryAttribute("lzry", &m_OriginalRotation.y); character->QueryAttribute("lzrz", &m_OriginalRotation.z); character->QueryAttribute("lzrw", &m_OriginalRotation.w); } } void Character::UnlockEmote(int emoteID) { m_UnlockedEmotes.push_back(emoteID); GameMessages::SendSetEmoteLockState(Game::entityManager->GetEntity(m_ObjectID), false, emoteID); } void Character::SetBuildMode(bool buildMode) { m_BuildMode = buildMode; auto* controller = Game::zoneManager->GetZoneControlObject(); controller->OnFireEventServerSide(m_OurEntity, buildMode ? "OnBuildModeEnter" : "OnBuildModeLeave"); } void Character::SaveXMLToDatabase() { // Check that we can actually _save_ before saving if (!m_OurEntity) { LOG("%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str()); return; } //For metrics, we'll record the time it took to save: auto start = std::chrono::system_clock::now(); tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char"); if (character) { character->SetAttribute("gm", static_cast(m_GMLevel)); character->SetAttribute("cc", m_Coins); auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID(); // lzid garbage, binary concat of zoneID, zoneInstance and zoneClone if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) { uint64_t lzidConcat = zoneInfo.GetCloneID(); lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID()); lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID()); character->SetAttribute("lzid", lzidConcat); character->SetAttribute("lnzid", GetLastNonInstanceZoneID()); //Darwin's backup: character->SetAttribute("lwid", Game::server->GetZoneID()); // Set the target scene, custom attribute character->SetAttribute("tscene", m_TargetScene.c_str()); } auto emotes = character->FirstChildElement("ue"); if (!emotes) emotes = m_Doc.NewElement("ue"); emotes->DeleteChildren(); for (int emoteID : m_UnlockedEmotes) { auto emote = m_Doc.NewElement("e"); emote->SetAttribute("id", emoteID); emotes->LinkEndChild(emote); } character->LinkEndChild(emotes); } SaveXmlRespawnCheckpoints(); m_OurEntity->UpdateXMLDoc(m_Doc); WriteToDatabase(); //For metrics, log the time it took to save: auto end = std::chrono::system_clock::now(); std::chrono::duration elapsed = end - start; LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count()); } void Character::WriteToDatabase() { //Dump our xml into m_XMLData: tinyxml2::XMLPrinter printer(0, true, 0); m_Doc.Print(&printer); //Finally, save to db: Database::Get()->UpdateCharacterXml(m_ID, printer.CStr()); } void Character::SaveXmlRespawnCheckpoints() { //Export our respawn points: auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res"); if (!points) { points = m_Doc.NewElement("res"); m_Doc.FirstChildElement("obj")->LinkEndChild(points); } points->DeleteChildren(); for (const auto& point : m_WorldRespawnCheckpoints) { auto* r = m_Doc.NewElement("r"); r->SetAttribute("w", point.first); r->SetAttribute("x", point.second.x); r->SetAttribute("y", point.second.y); r->SetAttribute("z", point.second.z); points->LinkEndChild(r); } } void Character::LoadXmlRespawnCheckpoints() { m_WorldRespawnCheckpoints.clear(); auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res"); if (!points) { return; } auto* r = points->FirstChildElement("r"); while (r != nullptr) { int32_t map = 0; NiPoint3 point = NiPoint3Constant::ZERO; r->QueryAttribute("w", &map); r->QueryAttribute("x", &point.x); r->QueryAttribute("y", &point.y); r->QueryAttribute("z", &point.z); r = r->NextSiblingElement("r"); m_WorldRespawnCheckpoints[map] = point; } } void Character::OnZoneLoad() { if (m_OurEntity == nullptr) { return; } auto* missionComponent = m_OurEntity->GetComponent(); if (missionComponent != nullptr) { // Fix the monument race flag if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) { GameMessages::SetFlag setFlag{}; setFlag.target = m_ObjectID; setFlag.iFlagId = ePlayerFlag::AG_FINISH_LINE_BUILT; setFlag.bFlag = true; SEND_ENTITY_MSG(setFlag); } } const auto maxGMLevel = m_ParentUser->GetMaxGMLevel(); // This does not apply to the GMs if (maxGMLevel > eGameMasterLevel::CIVILIAN) { return; } auto* inventoryComponent = m_OurEntity->GetComponent(); if (inventoryComponent == nullptr) { return; } // Remove all GM items for (const auto lot : Inventory::GetAllGMItems()) { inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot)); } } ePermissionMap Character::GetPermissionMap() const { return m_PermissionMap; } bool Character::HasPermission(ePermissionMap permission) const { return (static_cast(m_PermissionMap) & static_cast(permission)) != 0; } void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) { m_WorldRespawnCheckpoints[map] = point; } const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const { const auto& pair = m_WorldRespawnCheckpoints.find(map); if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3Constant::ZERO; return pair->second; } void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) { if (newCoins < 0) { newCoins = 0; } m_Coins = newCoins; GameMessages::SendSetCurrency(Game::entityManager->GetEntity(m_ObjectID), m_Coins, 0, 0, 0, 0, true, lootSource); } bool Character::HasBeenToWorld(LWOMAPID mapID) const { return m_WorldRespawnCheckpoints.find(mapID) != m_WorldRespawnCheckpoints.end(); } void Character::SendMuteNotice() const { if (!m_ParentUser->GetIsMuted()) return; time_t expire = m_ParentUser->GetMuteExpire(); char buffer[32] = "brought up for review.\0"; if (expire != 1) { std::tm* ptm = std::localtime(&expire); // Format: Mo, 15.06.2009 20:20:00 std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm); } const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer)); ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr); } void Character::SetBillboardVisible(bool visible) { if (m_BillboardVisible == visible) return; m_BillboardVisible = visible; GameMessages::SendSetNamebillboardState(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID()); if (!visible) return; // The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component. // Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way // This workaround involves sending an unrelated GameMessage that does not apply to player entites, // but forces the client to create the necessary SubComponent that controls the billboard. GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID()); // Now turn off the billboard for the owner. GameMessages::SendSetNamebillboardState(m_OurEntity->GetSystemAddress(), m_OurEntity->GetObjectID()); }