DarkflameServer/dScripts/NsLegoClubDoor.cpp
David Markowitz 6a38b67ed5
General AMF cleanup (#663)
* General AMF cleanup

Proper memory management as well as style cleanup

* General optimizations

Fix AMFArray so values are properly deleted when you leave the scope it was created in.
Add bounds check for deletion so you don't double delete.
Remove all AMFdeletions that are contained in an array since the array now manages its own memory and deletes it when it is no longer needed.

* Better tests and fix de-serialize

Fix de-serialize to be correct and implement a test to check this

* Update AMFDeserializeTests.cpp

* Update AMFFormat.cpp
2022-07-21 22:26:09 -07:00

165 lines
5.7 KiB
C++

#include "NsLegoClubDoor.h"
#include "dZoneManager.h"
#include "GameMessages.h"
#include "AMFFormat.h"
void NsLegoClubDoor::OnStartup(Entity* self)
{
self->SetVar(u"currentZone", (int32_t) dZoneManager::Instance()->GetZoneID().GetMapID());
self->SetVar(u"choiceZone", m_ChoiceZoneID);
self->SetVar(u"teleportAnim", m_TeleportAnim);
self->SetVar(u"teleportString", m_TeleportString);
self->SetVar(u"spawnPoint", m_SpawnPoint);
args = {};
AMFStringValue* callbackClient = new AMFStringValue();
callbackClient->SetStringValue(std::to_string(self->GetObjectID()));
args.InsertValue("callbackClient", callbackClient);
AMFStringValue* strIdentifier = new AMFStringValue();
strIdentifier->SetStringValue("choiceDoor");
args.InsertValue("strIdentifier", strIdentifier);
AMFStringValue* title = new AMFStringValue();
title->SetStringValue("%[UI_CHOICE_DESTINATION]");
args.InsertValue("title", title);
AMFArrayValue* choiceOptions = new AMFArrayValue();
{
AMFArrayValue* nsArgs = new AMFArrayValue();
AMFStringValue* image = new AMFStringValue();
image->SetStringValue("textures/ui/zone_thumnails/Nimbus_Station.dds");
nsArgs->InsertValue("image", image);
AMFStringValue* caption = new AMFStringValue();
caption->SetStringValue("%[UI_CHOICE_NS]");
nsArgs->InsertValue("caption", caption);
AMFStringValue* identifier = new AMFStringValue();
identifier->SetStringValue("zoneID_1200");
nsArgs->InsertValue("identifier", identifier);
AMFStringValue* tooltipText = new AMFStringValue();
tooltipText->SetStringValue("%[UI_CHOICE_NS_HOVER]");
nsArgs->InsertValue("tooltipText", tooltipText);
choiceOptions->PushBackValue(nsArgs);
}
{
AMFArrayValue* ntArgs = new AMFArrayValue();
AMFStringValue* image = new AMFStringValue();
image->SetStringValue("textures/ui/zone_thumnails/Nexus_Tower.dds");
ntArgs->InsertValue("image", image);
AMFStringValue* caption = new AMFStringValue();
caption->SetStringValue("%[UI_CHOICE_NT]");
ntArgs->InsertValue("caption", caption);
AMFStringValue* identifier = new AMFStringValue();
identifier->SetStringValue("zoneID_1900");
ntArgs->InsertValue("identifier", identifier);
AMFStringValue* tooltipText = new AMFStringValue();
tooltipText->SetStringValue("%[UI_CHOICE_NT_HOVER]");
ntArgs->InsertValue("tooltipText", tooltipText);
choiceOptions->PushBackValue(ntArgs);
}
options = choiceOptions;
args.InsertValue("options", choiceOptions);
}
void NsLegoClubDoor::OnUse(Entity* self, Entity* user)
{
auto* player = user;
if (CheckChoice(self, player))
{
AMFArrayValue* multiArgs = new AMFArrayValue();
AMFStringValue* callbackClient = new AMFStringValue();
callbackClient->SetStringValue(std::to_string(self->GetObjectID()));
multiArgs->InsertValue("callbackClient", callbackClient);
AMFStringValue* strIdentifier = new AMFStringValue();
strIdentifier->SetStringValue("choiceDoor");
multiArgs->InsertValue("strIdentifier", strIdentifier);
AMFStringValue* title = new AMFStringValue();
title->SetStringValue("%[UI_CHOICE_DESTINATION]");
multiArgs->InsertValue("title", title);
multiArgs->InsertValue("options", options);
GameMessages::SendUIMessageServerToSingleClient(player, player->GetSystemAddress(), "QueueChoiceBox", multiArgs);
}
else if (self->GetVar<int32_t>(u"currentZone") != m_ChoiceZoneID)
{
AMFArrayValue* multiArgs = new AMFArrayValue();
AMFStringValue* state = new AMFStringValue();
state->SetStringValue("Lobby");
multiArgs->InsertValue("state", state);
AMFArrayValue* context = new AMFArrayValue();
AMFStringValue* user = new AMFStringValue();
user->SetStringValue(std::to_string(player->GetObjectID()));
context->InsertValue("user", user);
AMFStringValue* callbackObj = new AMFStringValue();
callbackObj->SetStringValue(std::to_string(self->GetObjectID()));
context->InsertValue("callbackObj", callbackObj);
AMFStringValue* helpVisible = new AMFStringValue();
helpVisible->SetStringValue("show");
context->InsertValue("HelpVisible", helpVisible);
AMFStringValue* type = new AMFStringValue();
type->SetStringValue("Lego_Club_Valid");
context->InsertValue("type", type);
multiArgs->InsertValue("context", context);
GameMessages::SendUIMessageServerToSingleClient(player, player->GetSystemAddress(), "pushGameState", multiArgs);
}
else
{
BaseOnUse(self, player);
}
}
void NsLegoClubDoor::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData)
{
std::u16string strIdentifier = identifier;
if (strIdentifier == u"PlayButton" || strIdentifier == u"CloseButton")
{
strIdentifier = u"TransferBox";
}
BaseOnMessageBoxResponse(self, sender, button, strIdentifier, userData);
}
void NsLegoClubDoor::OnChoiceBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier)
{
BaseChoiceBoxRespond(self, sender, button, buttonIdentifier, identifier);
}
void NsLegoClubDoor::OnTimerDone(Entity* self, std::string timerName)
{
BaseOnTimerDone(self, timerName);
}
void NsLegoClubDoor::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3)
{
BaseOnFireEventServerSide(self, sender, args, param1, param2, param3);
}