Files
DarkflameServer/dGame/dComponents/CollectibleComponent.cpp
Aaron Kimbrell 260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00

80 lines
3.1 KiB
C++

#include "CollectibleComponent.h"
#include "MissionComponent.h"
#include "dServer.h"
#include "Amf3.h"
#include "CDClientManager.h"
#include "CDCollectibleComponentTable.h"
#include "CDMissionsTable.h"
#include "eMissionState.h"
#include "Entity.h"
#include "ObjectLoadState.h"
#include "DestroyableComponent.h"
CollectibleComponent::CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId) :
Component(parentEntity, componentID), m_CollectibleId(collectibleId) {
RegisterMsg(&CollectibleComponent::MsgGetObjectReportInfo);
}
// The CollectibleComponent row
void CollectibleComponent::LoadDataFromTemplate() {
const auto* const row = CDClientManager::GetTable<CDCollectibleComponentTable>()->GetByID(m_ComponentID);
if (row) m_RequirementMission = row->requirementMission;
}
bool CollectibleComponent::CountsFor(const Entity& player) const {
if (m_RequirementMission <= 0) return true;
bool found = false;
const auto& mission = CDClientManager::GetTable<CDMissionsTable>()->GetByMissionID(m_RequirementMission, found);
// Not a mission (rows with 66666666), or an achievement: nothing to accept first
if (!found || !mission.isMission) return true;
const auto* const missionComponent = player.GetComponent<MissionComponent>();
if (!missionComponent) return false;
switch (missionComponent->GetMissionState(m_RequirementMission)) {
case eMissionState::ACTIVE:
case eMissionState::READY_TO_COMPLETE:
case eMissionState::COMPLETE_ACTIVE:
case eMissionState::COMPLETE_READY_TO_COMPLETE:
return true;
default:
return false;
}
}
void CollectibleComponent::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
outBitStream.Write(GetCollectibleId());
}
bool CollectibleComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportMsg) {
auto& cmptType = reportMsg.info->PushDebug("Collectible");
auto collectibleID = static_cast<uint32_t>(m_CollectibleId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptType.PushDebug<AMFIntValue>("Collectible ID") = GetCollectibleId();
cmptType.PushDebug<AMFIntValue>("Requirement mission") = m_RequirementMission;
cmptType.PushDebug<AMFIntValue>("Mission Tracking ID (for save data)") = collectibleID;
auto* localCharEntity = Game::entityManager->GetEntity(reportMsg.clientID);
bool collected = false;
if (localCharEntity) {
auto* missionComponent = localCharEntity->GetComponent<MissionComponent>();
if (m_CollectibleId != 0) {
collected = missionComponent->HasCollectible(collectibleID);
}
}
cmptType.PushDebug<AMFBoolValue>("Has been collected") = collected;
return true;
}
void CollectibleComponent::Allocator(Entity& entity, ObjectLoadState& state) {
if (state.GetComponentID(eReplicaComponentType::COLLECTIBLE) > 0) {
entity.AddComponent<CollectibleComponent>(state.GetComponentID(eReplicaComponentType::COLLECTIBLE), entity.GetVarAs<int32_t>(u"collectible_id"));
// The client makes a collectible's destroyable right after it when there is none
if (!entity.HasComponent(eReplicaComponentType::DESTROYABLE)) entity.AddComponent<DestroyableComponent>(-1);
}
}