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4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
#include "NsLegoClubDoor.h"
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#include "dZoneManager.h"
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#include "GameMessages.h"
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#include "Amf3.h"
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void NsLegoClubDoor::OnStartup(Entity* self) {
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self->SetVar(u"currentZone", (int32_t)dZoneManager::Instance()->GetZoneID().GetMapID());
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self->SetVar(u"choiceZone", m_ChoiceZoneID);
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self->SetVar(u"teleportAnim", m_TeleportAnim);
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self->SetVar(u"teleportString", m_TeleportString);
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self->SetVar(u"spawnPoint", m_SpawnPoint);
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args = {};
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args.Insert("callbackClient", std::to_string(self->GetObjectID()));
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args.Insert("strIdentifier", "choiceDoor");
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args.Insert("title", "%[UI_CHOICE_DESTINATION]");
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AMFArrayValue* choiceOptions = args.InsertArray("options");
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{
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AMFArrayValue* nsArgs = choiceOptions->PushArray();
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nsArgs->Insert("image", "textures/ui/zone_thumnails/Nimbus_Station.dds");
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nsArgs->Insert("caption", "%[UI_CHOICE_NS]");
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nsArgs->Insert("identifier", "zoneID_1200");
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nsArgs->Insert("tooltipText", "%[UI_CHOICE_NS_HOVER]");
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}
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{
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AMFArrayValue* ntArgs = choiceOptions->PushArray();
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ntArgs->Insert("image", "textures/ui/zone_thumnails/Nexus_Tower.dds");
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ntArgs->Insert("caption", "%[UI_CHOICE_NT]");
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ntArgs->Insert("identifier", "zoneID_1900");
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ntArgs->Insert("tooltipText", "%[UI_CHOICE_NT_HOVER]");
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}
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options = choiceOptions;
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}
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void NsLegoClubDoor::OnUse(Entity* self, Entity* user) {
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auto* player = user;
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if (CheckChoice(self, player)) {
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AMFArrayValue multiArgs;
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multiArgs.Insert("callbackClient", std::to_string(self->GetObjectID()));
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multiArgs.Insert("strIdentifier", "choiceDoor");
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multiArgs.Insert("title", "%[UI_CHOICE_DESTINATION]");
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multiArgs.Insert("options", static_cast<AMFBaseValue*>(options));
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GameMessages::SendUIMessageServerToSingleClient(player, player->GetSystemAddress(), "QueueChoiceBox", multiArgs);
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multiArgs.Remove("options", false); // We do not want the local amf to delete the options!
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} else if (self->GetVar<int32_t>(u"currentZone") != m_ChoiceZoneID) {
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AMFArrayValue multiArgs;
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multiArgs.Insert("state", "Lobby");
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AMFArrayValue* context = multiArgs.InsertArray("context");
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context->Insert("user", std::to_string(player->GetObjectID()));
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context->Insert("callbackObj", std::to_string(self->GetObjectID()));
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context->Insert("HelpVisible", "show");
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context->Insert("type", "Lego_Club_Valid");
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GameMessages::SendUIMessageServerToSingleClient(player, player->GetSystemAddress(), "pushGameState", multiArgs);
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} else {
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BaseOnUse(self, player);
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}
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}
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void NsLegoClubDoor::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
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std::u16string strIdentifier = identifier;
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if (strIdentifier == u"PlayButton" || strIdentifier == u"CloseButton") {
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strIdentifier = u"TransferBox";
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}
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BaseOnMessageBoxResponse(self, sender, button, strIdentifier, userData);
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}
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void NsLegoClubDoor::OnChoiceBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
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BaseChoiceBoxRespond(self, sender, button, buttonIdentifier, identifier);
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}
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void NsLegoClubDoor::OnTimerDone(Entity* self, std::string timerName) {
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BaseOnTimerDone(self, timerName);
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}
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void NsLegoClubDoor::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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BaseOnFireEventServerSide(self, sender, args, param1, param2, param3);
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}
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