mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 04:08:20 +00:00
455f9470a5
* 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
58 lines
1.6 KiB
C++
58 lines
1.6 KiB
C++
#include "AgPropguards.h"
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#include "Character.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "eMissionState.h"
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void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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auto* character = target->GetCharacter();
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if (character == nullptr)
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return;
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const auto flag = GetFlagForMission(missionID);
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if (flag == 0)
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return;
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if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::ACTIVE)
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&& !character->GetPlayerFlag(flag)) {
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// If the player just started the mission, play a cinematic highlighting the target
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GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
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} else if (missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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// Makes the guard disappear once the mission has been completed
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const auto zoneControlID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),
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"", UNASSIGNED_SYSTEM_ADDRESS);
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self->AddCallbackTimer(5.0f, [self]() {
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auto spawnerName = self->GetVar<std::string>(u"spawner_name");
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if (spawnerName.empty())
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spawnerName = "Guard";
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auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName);
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for (auto* spawner : spawners) {
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spawner->Deactivate();
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}
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self->Smash();
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});
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}
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}
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int32_t AgPropguards::GetFlagForMission(uint32_t missionID) {
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switch (missionID) {
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case 872:
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return 97;
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case 873:
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return 98;
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case 874:
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return 99;
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case 1293:
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return 118;
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case 1322:
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return 122;
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default:
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return 0;
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}
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}
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