DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.cpp
wincent 4004534732 Initial work on TCP transport layer:
* Optionally compiled additional TCP transport layer.
* Config to enable it.
* Tested and functional with lcdr's tcpudp dll, udp being disabled in the dll due to port issues.
* Removed unused RakNet replica manager and id manager. We've got our own replica manager since pre-open-source.
* Utilizes async boost behavior.

Todo:
* Figure out how to do ping calculations.
* Fix crashes on universe shutdown.
* Test TLS on a VPS.
* Remove unnecessary logging.
* Test with lots of clients.
* Finish "master" to "manager" naming refactor.
2024-10-13 22:42:59 +02:00

153 lines
4.8 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 "Logger.h"
#include "CDClientDatabase.h"
#include "ChatPackets.h"
#include "MissionComponent.h"
#include "PropertyEntranceComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "dServer.h"
#include "BitStreamUtils.h"
#include "eObjectWorldState.h"
#include "eConnectionType.h"
#include "eManagerMessageType.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("targetZone")) {
m_TargetZone = result.getIntField("targetZone");
m_DefaultZone = result.getIntField("defaultZoneID");
m_TargetScene = result.getStringField("targetScene");
m_AltPrecondition = new PreconditionExpression(result.getStringField("altLandingPrecondition"));
m_AltLandingScene = result.getStringField("altLandingSpawnPointName");
}
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) {
LOG("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<MultiZoneEntranceComponent>();
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;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eManagerMessageType::PREP_ZONE);
bitStream.Write(zoneID);
Game::server->SendToMaster(bitStream);
}
LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
return m_TargetZone;
}
LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
return m_DefaultZone;
}