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https://github.com/DarkflameUniverse/DarkflameServer.git
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28ce8ac54d
resolves a memory leak in BrickDatabase, adds stability to character save doc. Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected. The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
#include "LevelProgressionComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "InventoryComponent.h"
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#include "CharacterComponent.h"
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#include "tinyxml2.h"
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#include "CDRewardsTable.h"
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LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
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m_Parent = parent;
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m_Level = 1;
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m_SpeedBase = 500.0f;
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m_CharacterVersion = eCharacterVersion::LIVE;
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}
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void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLElement* level = doc.FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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LOG("Failed to find lvl tag while updating XML!");
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return;
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}
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level->SetAttribute("l", m_Level);
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level->SetAttribute("sb", m_SpeedBase);
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level->SetAttribute("cv", static_cast<uint32_t>(m_CharacterVersion));
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}
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void LevelProgressionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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auto* level = doc.FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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LOG("Failed to find lvl tag while loading XML!");
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return;
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}
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level->QueryAttribute("l", &m_Level);
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level->QueryAttribute("sb", &m_SpeedBase);
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uint32_t characterVersion;
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level->QueryAttribute("cv", &characterVersion);
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m_CharacterVersion = static_cast<eCharacterVersion>(characterVersion);
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}
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void LevelProgressionComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(bIsInitialUpdate || m_DirtyLevelInfo);
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if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream.Write(m_Level);
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m_DirtyLevelInfo = false;
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}
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void LevelProgressionComponent::HandleLevelUp() {
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auto* rewardsTable = CDClientManager::GetTable<CDRewardsTable>();
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const auto& rewards = rewardsTable->GetByLevelID(m_Level);
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bool rewardingItem = rewards.size() > 0;
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (!inventoryComponent || !controllablePhysicsComponent) return;
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// Tell the client we beginning to send level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
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for (const auto& reward : rewards) {
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switch (reward.rewardType) {
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case 0:
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inventoryComponent->AddItem(reward.value, reward.count, eLootSourceType::LEVEL_REWARD);
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break;
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case 4:
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{
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auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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items->SetSize(items->GetSize() + reward.value);
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}
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break;
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case 9:
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SetSpeedBase(static_cast<float>(reward.value) );
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controllablePhysicsComponent->SetSpeedMultiplier(GetSpeedBase() / 500.0f);
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break;
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case 11:
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case 12:
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break;
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default:
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break;
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}
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}
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// Tell the client we have finished sending level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
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}
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void LevelProgressionComponent::SetRetroactiveBaseSpeed(){
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if (m_Level >= 20) m_SpeedBase = 525.0f;
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetSpeedMultiplier(m_SpeedBase / 500.0f);
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}
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