DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

153 lines
4.7 KiB
C++

#include "RocketLaunchpadControlComponent.h"
#include <sstream>
#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 "PacketUtils.h"
#include "eObjectWorldState.h"
#include "eConnectionType.h"
#include "eMasterMessageType.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<CharacterComponent>();
auto* character = originator->GetCharacter();
if (!characterComponent || !character) return;
auto* rocket = characterComponent->GetRocket(originator);
if (!rocket) {
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket!");
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(), eObjectWorldState::ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
Game::entityManager->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<PropertyEntranceComponent>();
if (propertyEntrance) {
return;
}
auto* rocketLaunchLUP = m_Parent->GetComponent<RocketLaunchLupComponent>();
if (rocketLaunchLUP) {
return;
}
// No rocket no launch
auto* rocket = originator->GetComponent<CharacterComponent>()->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, eConnectionType::MASTER, eMasterMessageType::PREP_ZONE);
bitStream.Write(zoneID);
Game::server->SendToMaster(&bitStream);
}
LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
return m_TargetZone;
}
LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
return m_DefaultZone;
}