mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 01:38:20 +00:00
7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
570 lines
16 KiB
C++
570 lines
16 KiB
C++
#include "Character.h"
|
|
#include "User.h"
|
|
#include "Database.h"
|
|
#include "GeneralUtils.h"
|
|
#include "Logger.h"
|
|
#include "BitStream.h"
|
|
#include "Game.h"
|
|
#include <chrono>
|
|
#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"
|
|
|
|
Character::Character(uint32_t id, User* parentUser) {
|
|
//First load the name, etc:
|
|
m_ID = id;
|
|
m_ParentUser = parentUser;
|
|
m_OurEntity = nullptr;
|
|
m_Doc = nullptr;
|
|
}
|
|
|
|
Character::~Character() {
|
|
if (m_Doc) delete m_Doc;
|
|
m_Doc = nullptr;
|
|
m_OurEntity = nullptr;
|
|
m_ParentUser = nullptr;
|
|
}
|
|
|
|
void Character::UpdateInfoFromDatabase() {
|
|
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;
|
|
|
|
m_Doc = nullptr;
|
|
|
|
//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;
|
|
}
|
|
|
|
void Character::UpdateFromDatabase() {
|
|
if (m_Doc) delete m_Doc;
|
|
UpdateInfoFromDatabase();
|
|
}
|
|
|
|
void Character::DoQuickXMLDataParse() {
|
|
if (m_XMLData.size() == 0) return;
|
|
|
|
delete m_Doc;
|
|
m_Doc = new tinyxml2::XMLDocument();
|
|
if (!m_Doc) 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!");
|
|
//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<eGameMasterLevel>(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);
|
|
}
|
|
|
|
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
|
|
if (flags) {
|
|
auto* currentChild = flags->FirstChildElement();
|
|
while (currentChild) {
|
|
const auto* temp = currentChild->Attribute("v");
|
|
const auto* id = currentChild->Attribute("id");
|
|
if (temp && id) {
|
|
uint32_t index = 0;
|
|
uint64_t value = 0;
|
|
|
|
index = std::stoul(id);
|
|
value = std::stoull(temp);
|
|
|
|
m_PlayerFlags.insert(std::make_pair(index, value));
|
|
}
|
|
currentChild = currentChild->NextSiblingElement();
|
|
}
|
|
}
|
|
}
|
|
|
|
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() {
|
|
if (!m_Doc) 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<uint32_t>(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);
|
|
}
|
|
|
|
//Export our flags:
|
|
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
|
|
if (!flags) {
|
|
flags = m_Doc->NewElement("flag"); //Create a flags tag if we don't have one
|
|
m_Doc->FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
|
|
}
|
|
|
|
flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
|
|
for (std::pair<uint32_t, uint64_t> flag : m_PlayerFlags) {
|
|
auto* f = m_Doc->NewElement("f");
|
|
f->SetAttribute("id", flag.first);
|
|
|
|
//Because of the joy that is tinyxml2, it doesn't offer a function to set a uint64 as an attribute.
|
|
//Only signed 64-bits ints would work.
|
|
std::string v = std::to_string(flag.second);
|
|
f->SetAttribute("v", v.c_str());
|
|
|
|
flags->LinkEndChild(f);
|
|
}
|
|
|
|
// Prevents the news feed from showing up on world transfers
|
|
if (GetPlayerFlag(ePlayerFlag::IS_NEWS_SCREEN_VISIBLE)) {
|
|
auto* s = m_Doc->NewElement("s");
|
|
s->SetAttribute("si", ePlayerFlag::IS_NEWS_SCREEN_VISIBLE);
|
|
flags->LinkEndChild(s);
|
|
}
|
|
|
|
SaveXmlRespawnCheckpoints();
|
|
|
|
//Call upon the entity to update our xmlDoc:
|
|
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;
|
|
}
|
|
|
|
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<double> elapsed = end - start;
|
|
LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
|
|
}
|
|
|
|
void Character::SetIsNewLogin() {
|
|
// If we dont have a flag element, then we cannot have a s element as a child of flag.
|
|
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
|
|
if (!flags) return;
|
|
|
|
auto* currentChild = flags->FirstChildElement();
|
|
while (currentChild) {
|
|
auto* nextChild = currentChild->NextSiblingElement();
|
|
if (currentChild->Attribute("si")) {
|
|
flags->DeleteChild(currentChild);
|
|
LOG("Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
|
|
WriteToDatabase();
|
|
}
|
|
currentChild = nextChild;
|
|
}
|
|
}
|
|
|
|
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::SetPlayerFlag(const uint32_t flagId, const bool value) {
|
|
// If the flag is already set, we don't have to recalculate it
|
|
if (GetPlayerFlag(flagId) == value) return;
|
|
|
|
if (value) {
|
|
// Update the mission component:
|
|
auto* player = Game::entityManager->GetEntity(m_ObjectID);
|
|
|
|
if (player != nullptr) {
|
|
auto* missionComponent = player->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Calculate the index first
|
|
auto flagIndex = uint32_t(std::floor(flagId / 64));
|
|
|
|
const auto shiftedValue = 1ULL << flagId % 64;
|
|
|
|
auto it = m_PlayerFlags.find(flagIndex);
|
|
|
|
// Check if flag index exists
|
|
if (it != m_PlayerFlags.end()) {
|
|
// Update the value
|
|
if (value) {
|
|
it->second |= shiftedValue;
|
|
} else {
|
|
it->second &= ~shiftedValue;
|
|
}
|
|
} else {
|
|
if (value) {
|
|
// Otherwise, insert the value
|
|
uint64_t flagValue = 0;
|
|
|
|
flagValue |= shiftedValue;
|
|
|
|
m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
|
|
}
|
|
}
|
|
|
|
// Notify the client that a flag has changed server-side
|
|
GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
|
|
}
|
|
|
|
bool Character::GetPlayerFlag(const uint32_t flagId) const {
|
|
// Calculate the index first
|
|
const auto flagIndex = uint32_t(std::floor(flagId / 64));
|
|
|
|
const auto shiftedValue = 1ULL << flagId % 64;
|
|
|
|
auto it = m_PlayerFlags.find(flagIndex);
|
|
if (it != m_PlayerFlags.end()) {
|
|
// Don't set the data if we don't have to
|
|
return (it->second & shiftedValue) != 0;
|
|
}
|
|
|
|
return false; //by def, return false.
|
|
}
|
|
|
|
void Character::SetRetroactiveFlags() {
|
|
// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
|
|
if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
|
|
SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
|
|
}
|
|
}
|
|
|
|
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 = NiPoint3::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<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
// Fix the monument race flag
|
|
if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
|
|
SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
|
|
}
|
|
}
|
|
|
|
const auto maxGMLevel = m_ParentUser->GetMaxGMLevel();
|
|
|
|
// This does not apply to the GMs
|
|
if (maxGMLevel > eGameMasterLevel::CIVILIAN) {
|
|
return;
|
|
}
|
|
|
|
auto* inventoryComponent = m_OurEntity->GetComponent<InventoryComponent>();
|
|
|
|
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<uint64_t>(m_PermissionMap) & static_cast<uint64_t>(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 NiPoint3::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());
|
|
}
|