DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.cpp
Aaron Kimbre ec207838d4 Proper Rocket Holding
Sanity checks on Prop and LUP launchpads to not open if no valid rocket
Add serialization for sending item configs
so that rockets show for other players
2022-05-08 19:57:36 -05:00

160 lines
4.6 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 "dLogger.h"
#include "CDClientDatabase.h"
#include "ChatPackets.h"
#include "MissionComponent.h"
#include "PropertyEntranceComponent.h"
#include "RocketLaunchLupComponent.h"
#include "dServer.h"
#include "dMessageIdentifiers.h"
#include "PacketUtils.h"
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
std::stringstream query;
query << "SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = " << std::to_string(rocketId);
auto result = CDClientDatabase::ExecuteQuery(query.str());
if (!result.eof() && !result.fieldIsNull(0))
{
m_TargetZone = result.getIntField(0);
m_DefaultZone = result.getIntField(1);
m_TargetScene = result.getStringField(2);
m_AltPrecondition = new PreconditionExpression(result.getStringField(3));
m_AltLandingScene = result.getStringField(4);
}
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) {
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket!\n");
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(), WORLDSTATE_ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
EntityManager::Instance()->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<RocketLaunchLupComponent>();
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;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_PREP_ZONE);
bitStream.Write(zoneID);
Game::server->SendToMaster(&bitStream);
}
LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const
{
return m_TargetZone;
}
LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const
{
return m_DefaultZone;
}