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4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#include "StoryBoxInteractServer.h"
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#include "Character.h"
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#include "GameMessages.h"
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#include "dServer.h"
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#include "Amf3.h"
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#include "Entity.h"
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void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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if (self->GetVar<bool>(u"hasCustomText")) {
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const auto& customText = self->GetVar<std::string>(u"customText");
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{
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AMFArrayValue args;
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args.Insert("state", "Story");
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
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}
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user->AddCallbackTimer(0.1f, [user, customText]() {
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AMFArrayValue args;
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args.Insert("visible", true);
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args.Insert("text", customText);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "ToggleStoryBox", args);
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});
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return;
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}
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const auto storyText = self->GetVarAsString(u"storyText");
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int32_t boxFlag = self->GetVar<int32_t>(u"altFlagID");
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if (boxFlag <= 0) {
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boxFlag = (10000 + Game::server->GetZoneID() + std::stoi(storyText.substr(storyText.length() - 2)));
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}
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if (user->GetCharacter()->GetPlayerFlag(boxFlag) == false) {
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user->GetCharacter()->SetPlayerFlag(boxFlag, true);
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GameMessages::SendFireEventClientSide(self->GetObjectID(), user->GetSystemAddress(), u"achieve", LWOOBJID_EMPTY, 0, -1, LWOOBJID_EMPTY);
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}
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}
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