DarkflameServer/dGame/Character.cpp
2025-01-20 18:01:28 -08:00

441 lines
13 KiB
C++

#include "Character.h"
#include "User.h"
#include "Database.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "BitStream.h"
#include "Game.h"
#include <chrono>
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "dZoneManager.h"
#include "dServer.h"
#include "Zone.h"
#include "ChatPackets.h"
#include "Inventory.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "eObjectBits.h"
#include "eGameMasterLevel.h"
#include "ePlayerFlag.h"
#include "CDPlayerFlagsTable.h"
#include "FlagComponent.h"
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
m_ID = id;
m_ParentUser = parentUser;
m_OurEntity = nullptr;
m_GMLevel = eGameMasterLevel::CIVILIAN;
m_PermissionMap = static_cast<ePermissionMap>(0);
}
Character::~Character() {
m_OurEntity = nullptr;
m_ParentUser = nullptr;
}
void Character::UpdateInfoFromDatabase(bool clearSessionFlags) {
auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
if (charInfo) {
m_Name = charInfo->name;
m_UnapprovedName = charInfo->pendingName;
m_NameRejected = charInfo->needsRename;
m_PropertyCloneID = charInfo->cloneId;
m_PermissionMap = charInfo->permissionMap;
}
//Load the xmlData now:
m_XMLData = Database::Get()->GetCharacterXml(m_ID);
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
//Quickly and dirtly parse the xmlData to get the info we need:
DoQuickXMLDataParse();
//Set our objectID:
m_ObjectID = m_ID;
GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
m_OurEntity = nullptr;
m_BuildMode = false;
// This is not done through a game message because our current implementation does this at a point
// in time where an Entity does not exist, so there is no FlagComponent to handle the msg.
if (clearSessionFlags) {
FlagComponent::ClearSessionFlags(m_Doc);
WriteToDatabase();
}
}
void Character::UpdateFromDatabase(bool clearSessionFlags) {
UpdateInfoFromDatabase(clearSessionFlags);
}
void Character::DoQuickXMLDataParse() {
if (m_XMLData.size() == 0) return;
if (m_Doc.Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) {
LOG("Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
} else {
LOG("Failed to load xmlData (%i) (%s) (%s)!", m_Doc.ErrorID(), m_Doc.ErrorIDToName(m_Doc.ErrorID()), m_Doc.ErrorStr());
//Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true);
return;
}
tinyxml2::XMLElement* mf = m_Doc.FirstChildElement("obj")->FirstChildElement("mf");
if (!mf) {
LOG("Failed to find mf tag!");
return;
}
mf->QueryAttribute("hc", &m_HairColor);
mf->QueryAttribute("hs", &m_HairStyle);
mf->QueryAttribute("t", &m_ShirtColor);
mf->QueryAttribute("l", &m_PantsColor);
mf->QueryAttribute("lh", &m_LeftHand);
mf->QueryAttribute("rh", &m_RightHand);
mf->QueryAttribute("es", &m_Eyebrows);
mf->QueryAttribute("ess", &m_Eyes);
mf->QueryAttribute("ms", &m_Mouth);
tinyxml2::XMLElement* inv = m_Doc.FirstChildElement("obj")->FirstChildElement("inv");
if (!inv) {
LOG("Char has no inv!");
return;
}
tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in");
if (!bag) {
LOG("Couldn't find bag0!");
return;
}
while (bag != nullptr) {
auto* sib = bag->FirstChildElement();
while (sib != nullptr) {
bool eq = false;
sib->QueryAttribute("eq", &eq);
LOT lot = 0;
sib->QueryAttribute("l", &lot);
if (eq) {
if (lot != 0) m_EquippedItems.push_back(lot);
}
sib = sib->NextSiblingElement();
}
bag = bag->NextSiblingElement();
}
tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char");
if (character) {
character->QueryAttribute("cc", &m_Coins);
int32_t gm_level = 0;
character->QueryAttribute("gm", &gm_level);
m_GMLevel = static_cast<eGameMasterLevel>(gm_level);
uint64_t lzidConcat = 0;
if (character->FindAttribute("lzid")) {
character->QueryAttribute("lzid", &lzidConcat);
m_ZoneID = lzidConcat & ((1 << 16) - 1);
m_ZoneInstanceID = (lzidConcat >> 16) & ((1 << 16) - 1);
m_ZoneCloneID = (lzidConcat >> 32) & ((1 << 30) - 1);
}
//Darwin's backup
if (character->FindAttribute("lwid")) {
uint32_t worldID = 0;
character->QueryAttribute("lwid", &worldID);
m_ZoneID = worldID;
}
if (character->FindAttribute("lnzid")) {
uint32_t lastNonInstanceZoneID = 0;
character->QueryAttribute("lnzid", &lastNonInstanceZoneID);
m_LastNonInstanceZoneID = lastNonInstanceZoneID;
}
if (character->FindAttribute("tscene")) {
const char* tscene = nullptr;
character->QueryStringAttribute("tscene", &tscene);
m_TargetScene = std::string(tscene);
}
//To try and fix the AG landing into:
if (m_ZoneID == 1000 && Game::server->GetZoneID() == 1100) {
//sneakily insert our position:
auto pos = Game::zoneManager->GetZone()->GetSpawnPos();
character->SetAttribute("lzx", pos.x);
character->SetAttribute("lzy", pos.y);
character->SetAttribute("lzz", pos.z);
}
auto emotes = character->FirstChildElement("ue");
if (emotes) {
auto currentChild = emotes->FirstChildElement();
while (currentChild) {
int emoteID;
currentChild->QueryAttribute("id", &emoteID);
m_UnlockedEmotes.push_back(emoteID);
currentChild = currentChild->NextSiblingElement();
}
}
character->QueryAttribute("lzx", &m_OriginalPosition.x);
character->QueryAttribute("lzy", &m_OriginalPosition.y);
character->QueryAttribute("lzz", &m_OriginalPosition.z);
character->QueryAttribute("lzrx", &m_OriginalRotation.x);
character->QueryAttribute("lzry", &m_OriginalRotation.y);
character->QueryAttribute("lzrz", &m_OriginalRotation.z);
character->QueryAttribute("lzrw", &m_OriginalRotation.w);
}
}
void Character::UnlockEmote(int emoteID) {
m_UnlockedEmotes.push_back(emoteID);
GameMessages::SendSetEmoteLockState(Game::entityManager->GetEntity(m_ObjectID), false, emoteID);
}
void Character::SetBuildMode(bool buildMode) {
m_BuildMode = buildMode;
auto* controller = Game::zoneManager->GetZoneControlObject();
controller->OnFireEventServerSide(m_OurEntity, buildMode ? "OnBuildModeEnter" : "OnBuildModeLeave");
}
void Character::SaveXMLToDatabase() {
// Check that we can actually _save_ before saving
if (!m_OurEntity) {
LOG("%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
return;
}
//For metrics, we'll record the time it took to save:
auto start = std::chrono::system_clock::now();
tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char");
if (character) {
character->SetAttribute("gm", static_cast<uint32_t>(m_GMLevel));
character->SetAttribute("cc", m_Coins);
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
uint64_t lzidConcat = zoneInfo.GetCloneID();
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
character->SetAttribute("lzid", lzidConcat);
character->SetAttribute("lnzid", GetLastNonInstanceZoneID());
//Darwin's backup:
character->SetAttribute("lwid", Game::server->GetZoneID());
// Set the target scene, custom attribute
character->SetAttribute("tscene", m_TargetScene.c_str());
}
auto emotes = character->FirstChildElement("ue");
if (!emotes) emotes = m_Doc.NewElement("ue");
emotes->DeleteChildren();
for (int emoteID : m_UnlockedEmotes) {
auto emote = m_Doc.NewElement("e");
emote->SetAttribute("id", emoteID);
emotes->LinkEndChild(emote);
}
character->LinkEndChild(emotes);
}
SaveXmlRespawnCheckpoints();
m_OurEntity->UpdateXMLDoc(m_Doc);
WriteToDatabase();
//For metrics, log the time it took to save:
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed = end - start;
LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
}
void Character::WriteToDatabase() {
//Dump our xml into m_XMLData:
tinyxml2::XMLPrinter printer(0, true, 0);
m_Doc.Print(&printer);
//Finally, save to db:
Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
}
void Character::SaveXmlRespawnCheckpoints() {
//Export our respawn points:
auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
if (!points) {
points = m_Doc.NewElement("res");
m_Doc.FirstChildElement("obj")->LinkEndChild(points);
}
points->DeleteChildren();
for (const auto& point : m_WorldRespawnCheckpoints) {
auto* r = m_Doc.NewElement("r");
r->SetAttribute("w", point.first);
r->SetAttribute("x", point.second.x);
r->SetAttribute("y", point.second.y);
r->SetAttribute("z", point.second.z);
points->LinkEndChild(r);
}
}
void Character::LoadXmlRespawnCheckpoints() {
m_WorldRespawnCheckpoints.clear();
auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
if (!points) {
return;
}
auto* r = points->FirstChildElement("r");
while (r != nullptr) {
int32_t map = 0;
NiPoint3 point = NiPoint3Constant::ZERO;
r->QueryAttribute("w", &map);
r->QueryAttribute("x", &point.x);
r->QueryAttribute("y", &point.y);
r->QueryAttribute("z", &point.z);
r = r->NextSiblingElement("r");
m_WorldRespawnCheckpoints[map] = point;
}
}
void Character::OnZoneLoad() {
if (m_OurEntity == nullptr) {
return;
}
auto* missionComponent = m_OurEntity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
// Fix the monument race flag
if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
GameMessages::SetFlag setFlag{};
setFlag.target = m_ObjectID;
setFlag.iFlagId = ePlayerFlag::AG_FINISH_LINE_BUILT;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
const auto maxGMLevel = m_ParentUser->GetMaxGMLevel();
// This does not apply to the GMs
if (maxGMLevel > eGameMasterLevel::CIVILIAN) {
return;
}
auto* inventoryComponent = m_OurEntity->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
// Remove all GM items
for (const auto lot : Inventory::GetAllGMItems()) {
inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot));
}
}
ePermissionMap Character::GetPermissionMap() const {
return m_PermissionMap;
}
bool Character::HasPermission(ePermissionMap permission) const {
return (static_cast<uint64_t>(m_PermissionMap) & static_cast<uint64_t>(permission)) != 0;
}
void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) {
m_WorldRespawnCheckpoints[map] = point;
}
const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const {
const auto& pair = m_WorldRespawnCheckpoints.find(map);
if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3Constant::ZERO;
return pair->second;
}
void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
if (newCoins < 0) {
newCoins = 0;
}
m_Coins = newCoins;
GameMessages::SendSetCurrency(Game::entityManager->GetEntity(m_ObjectID), m_Coins, 0, 0, 0, 0, true, lootSource);
}
bool Character::HasBeenToWorld(LWOMAPID mapID) const {
return m_WorldRespawnCheckpoints.find(mapID) != m_WorldRespawnCheckpoints.end();
}
void Character::SendMuteNotice() const {
if (!m_ParentUser->GetIsMuted()) return;
time_t expire = m_ParentUser->GetMuteExpire();
char buffer[32] = "brought up for review.\0";
if (expire != 1) {
std::tm* ptm = std::localtime(&expire);
// Format: Mo, 15.06.2009 20:20:00
std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm);
}
const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer));
ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr);
}
void Character::SetBillboardVisible(bool visible) {
if (m_BillboardVisible == visible) return;
m_BillboardVisible = visible;
GameMessages::SendSetNamebillboardState(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
if (!visible) return;
// The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component.
// Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way
// This workaround involves sending an unrelated GameMessage that does not apply to player entites,
// but forces the client to create the necessary SubComponent that controls the billboard.
GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
// Now turn off the billboard for the owner.
GameMessages::SendSetNamebillboardState(m_OurEntity->GetSystemAddress(), m_OurEntity->GetObjectID());
}