mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 07:57:21 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
153 lines
4.7 KiB
C++
153 lines
4.7 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 "PacketUtils.h"
|
|
#include "eObjectWorldState.h"
|
|
#include "eConnectionType.h"
|
|
#include "eMasterMessageType.h"
|
|
|
|
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
|
|
auto query = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = ?;");
|
|
query.bind(1, rocketId);
|
|
|
|
auto result = query.execQuery();
|
|
|
|
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!");
|
|
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(), eObjectWorldState::ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
Game::entityManager->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, eConnectionType::MASTER, eMasterMessageType::PREP_ZONE);
|
|
bitStream.Write(zoneID);
|
|
Game::server->SendToMaster(&bitStream);
|
|
}
|
|
|
|
|
|
LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
|
|
return m_TargetZone;
|
|
}
|
|
|
|
LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
|
|
return m_DefaultZone;
|
|
}
|