DarkflameServer/dGame/dComponents/LevelProgressionComponent.cpp
David Markowitz 6f057204be Rename some variables
- Add order for loading Components
- Enforce all components have Entity* in the first argument
2023-06-09 02:46:01 -07:00

90 lines
3.3 KiB
C++

#include "LevelProgressionComponent.h"
#include "ControllablePhysicsComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
#include "tinyxml2.h"
#include "CDRewardsTable.h"
LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
m_ParentEntity = parent;
m_Level = 1;
m_SpeedBase = 500.0f;
m_CharacterVersion = eCharacterVersion::LIVE;
}
void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!");
return;
}
level->SetAttribute("l", m_Level);
level->SetAttribute("sb", m_SpeedBase);
level->SetAttribute("cv", static_cast<uint32_t>(m_CharacterVersion));
}
void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!");
return;
}
level->QueryAttribute("l", &m_Level);
level->QueryAttribute("sb", &m_SpeedBase);
uint32_t characterVersion;
level->QueryAttribute("cv", &characterVersion);
m_CharacterVersion = static_cast<eCharacterVersion>(characterVersion);
}
void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
m_DirtyLevelInfo = false;
}
void LevelProgressionComponent::HandleLevelUp() {
auto* rewardsTable = CDClientManager::Instance().GetTable<CDRewardsTable>();
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* inventoryComponent = m_ParentEntity->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = m_ParentEntity->GetComponent<ControllablePhysicsComponent>();
if (!inventoryComponent || !controllablePhysicsComponent) return;
// Tell the client we beginning to send level rewards.
if (rewardingItem) GameMessages::NotifyLevelRewards(m_ParentEntity->GetObjectID(), m_ParentEntity->GetSystemAddress(), m_Level, rewardingItem);
for (auto* reward : rewards) {
switch (reward->rewardType) {
case 0:
inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LEVEL_REWARD);
break;
case 4:
{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward->value);
}
break;
case 9:
SetSpeedBase(static_cast<float>(reward->value) );
controllablePhysicsComponent->SetSpeedMultiplier(GetSpeedBase() / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
if (rewardingItem) GameMessages::NotifyLevelRewards(m_ParentEntity->GetObjectID(), m_ParentEntity->GetSystemAddress(), m_Level, !rewardingItem);
}
void LevelProgressionComponent::SetRetroactiveBaseSpeed(){
if (m_Level >= 20) m_SpeedBase = 525.0f;
auto* controllablePhysicsComponent = m_ParentEntity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->SetSpeedMultiplier(m_SpeedBase / 500.0f);
}