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https://github.com/DarkflameUniverse/DarkflameServer.git
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5049f215ba
* use string to access field name * Update DEVGMCommands.cpp * corrected column name * constexpr array include <array> Revert "constexpr array" This reverts commit 1492e8b1773ed5fbbe767c74466ca263178ecdd4. Revert "include <array>" This reverts commit 2b7a67e89ad673d420f496be97f9bc51fd2d5e59. include <array> constexpr array --------- Co-authored-by: jadebenn <jonahbenn@yahoo.com>
153 lines
4.8 KiB
C++
153 lines
4.8 KiB
C++
#include "RocketLaunchpadControlComponent.h"
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#include <sstream>
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#include "GameMessages.h"
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Item.h"
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#include "Game.h"
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#include "Logger.h"
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#include "CDClientDatabase.h"
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#include "ChatPackets.h"
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#include "MissionComponent.h"
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#include "PropertyEntranceComponent.h"
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#include "MultiZoneEntranceComponent.h"
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#include "dServer.h"
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#include "BitStreamUtils.h"
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#include "eObjectWorldState.h"
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#include "eConnectionType.h"
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#include "eMasterMessageType.h"
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RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = ?;");
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query.bind(1, rocketId);
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auto result = query.execQuery();
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if (!result.eof() && !result.fieldIsNull("targetZone")) {
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m_TargetZone = result.getIntField("targetZone");
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m_DefaultZone = result.getIntField("defaultZoneID");
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m_TargetScene = result.getStringField("targetScene");
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m_AltPrecondition = new PreconditionExpression(result.getStringField("altLandingPrecondition"));
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m_AltLandingScene = result.getStringField("altLandingSpawnPointName");
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}
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result.finalize();
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}
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RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() {
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delete m_AltPrecondition;
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}
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void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) {
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auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId;
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if (zone == 0) {
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return;
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}
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// This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready
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auto* characterComponent = originator->GetComponent<CharacterComponent>();
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auto* character = originator->GetCharacter();
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if (!characterComponent || !character) return;
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auto* rocket = characterComponent->GetRocket(originator);
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if (!rocket) {
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LOG("Unable to find rocket!");
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return;
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}
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// we have the ability to launch, so now we prep the zone
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TellMasterToPrepZone(zone);
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// Achievement unlocked: "All zones unlocked"
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if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) {
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character->SetTargetScene(m_AltLandingScene);
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} else {
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character->SetTargetScene(m_TargetScene);
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}
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characterComponent->UpdatePlayerStatistic(RocketsUsed);
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character->SaveXMLToDatabase();
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SetSelectedMapId(originator->GetObjectID(), zone);
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GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID());
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GameMessages::SendChangeObjectWorldState(rocket->GetId(), eObjectWorldState::ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
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Game::entityManager->SerializeEntity(originator);
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}
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void RocketLaunchpadControlComponent::OnUse(Entity* originator) {
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// If we are have the property or the LUP component, we don't want to immediately launch
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// instead we let their OnUse handlers do their things
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// which components of an Object have their OnUse called when using them
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// so we don't need to call it here
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auto* propertyEntrance = m_Parent->GetComponent<PropertyEntranceComponent>();
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if (propertyEntrance) {
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return;
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}
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auto* rocketLaunchLUP = m_Parent->GetComponent<MultiZoneEntranceComponent>();
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if (rocketLaunchLUP) {
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return;
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}
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// No rocket no launch
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auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
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if (!rocket) {
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return;
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}
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Launch(originator);
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}
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void RocketLaunchpadControlComponent::OnProximityUpdate(Entity* entering, std::string name, std::string status) {
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// Proximity rockets are handled by item equipment
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}
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void RocketLaunchpadControlComponent::SetSelectedMapId(LWOOBJID player, LWOMAPID mapID) {
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m_SelectedMapIds[player] = mapID;
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}
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LWOMAPID RocketLaunchpadControlComponent::GetSelectedMapId(LWOOBJID player) const {
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const auto index = m_SelectedMapIds.find(player);
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if (index == m_SelectedMapIds.end()) return 0;
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return index->second;
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}
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void RocketLaunchpadControlComponent::SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId) {
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m_SelectedCloneIds[player] = cloneId;
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}
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LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player) const {
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const auto index = m_SelectedCloneIds.find(player);
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if (index == m_SelectedCloneIds.end()) return 0;
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return index->second;
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}
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void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PREP_ZONE);
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bitStream.Write(zoneID);
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Game::server->SendToMaster(bitStream);
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}
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LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
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return m_TargetZone;
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}
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LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
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return m_DefaultZone;
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}
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