Files
DarkflameServer/dGame/dMission/Mission.cpp
Aaron Kimbrell d599b788d0 refactor: mission, flag and collectible game messages as structs
Converts OfferMission, NotifyMission, NotifyMissionTask, ResetMissions,
NotifyClientFlagChange and NotifyLevelRewards (sent with SendToClient:
the old functions never broadcast) and the received RespondToMission,
MissionDialogueOK, RequestLinkedMission, SetFlag and HasBeenCollected
to NetGameMsgs in MissionMessages.{h,cpp}. Callers are switched,
OfferMission's send-it-twice behaviour moves to MissionOfferComponent,
the received messages are registered in GameMessageHandler's map and
the old functions are deleted. Handlers are copied verbatim. The
byte-equality helper can now compare SendToClient messages.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(including OfferMission's two packets), received messages compared with
the old handlers' read sequences and every truncated payload rejected,
hand computed golden bytes and round trips. Layouts confirmed against
the 1.10.64 client in Ghidra.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:36 -05:00

663 lines
20 KiB
C++

#include "Mission.h"
#include <ctime>
#include "CDClientManager.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "LevelProgressionComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "GameMessages.h"
#include "MissionMessages.h"
#include "Mail.h"
#include "MissionComponent.h"
#include "eRacingTaskParam.h"
#include "Logger.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "InventoryComponent.h"
#include "User.h"
#include "Database.h"
#include "WorldConfig.h"
#include "eMissionState.h"
#include "eMissionTaskType.h"
#include "eMissionLockState.h"
#include "eReplicaComponentType.h"
#include "Character.h"
#include "CDMissionEmailTable.h"
#include "ChatPackets.h"
#include "PlayerManager.h"
#include "StringifiedEnum.h"
namespace {
std::set<uint32_t> g_TestedMissions = { 773, 774, 775, 776, 777 }; // TODO Figure out why these missions are broken sometimes
}
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
m_Completions = 0;
m_Timestamp = 0;
m_UniqueMissionID = Game::zoneManager->GetUniqueMissionIdStartingValue();
m_Reward = 0;
m_State = eMissionState::UNKNOWN;
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
auto* mis = missionsTable->GetPtrByMissionID(missionId);
info = *mis;
if (mis == &CDMissionsTable::Default) {
LOG("Failed to find mission (%i)!", missionId);
return;
}
auto* tasksTable = CDClientManager::GetTable<CDMissionTasksTable>();
auto tasks = tasksTable->GetByMissionID(missionId);
for (auto i = 0U; i < tasks.size(); ++i) {
auto* info = tasks[i];
auto* task = new MissionTask(this, info, i);
m_Tasks.push_back(task);
}
}
void Mission::LoadFromXmlDone(const tinyxml2::XMLElement& element) {
// Start custom XML
m_State = static_cast<eMissionState>(element.UnsignedAttribute("state"));
// End custom XML
m_Completions = element.UnsignedAttribute("cct");
m_Timestamp = element.UnsignedAttribute("cts");
}
void Mission::LoadFromXmlCur(const tinyxml2::XMLElement& element) {
const auto* const character = GetCharacter();
// Start custom XML
if (element.Attribute("state") != nullptr) {
m_State = static_cast<eMissionState>(element.IntAttribute("state", -1));
}
// End custom XML
auto* task = element.FirstChildElement();
auto index = 0U;
while (task != nullptr) {
if (index >= m_Tasks.size()) {
break;
}
auto* const curTask = m_Tasks[index];
const auto type = curTask->GetType();
auto value = task->UnsignedAttribute("v");
curTask->SetProgress(value, false);
task = task->NextSiblingElement();
// Collection tasks and visit property tasks store each of the collected/visited targets after the progress value
if (type == eMissionTaskType::COLLECTION || type == eMissionTaskType::VISIT_PROPERTY) {
std::vector<uint32_t> uniques;
while (task != nullptr && value > 0) {
const auto unique = task->UnsignedAttribute("v");
uniques.push_back(unique);
if (m_MissionComponent != nullptr && type == eMissionTaskType::COLLECTION) {
m_MissionComponent->AddCollectible(unique);
}
task = task->NextSiblingElement();
value--;
}
curTask->SetUnique(uniques);
} else if (type == eMissionTaskType::PLAYER_FLAG) {
int32_t progress = 0; // Update the progress to not include session flags which are unset between logins
for (const auto flag : curTask->GetAllTargets()) {
if (character->GetPlayerFlag(flag)) progress++;
}
curTask->SetProgress(progress, false);
}
index++;
}
}
void Mission::UpdateXmlDone(tinyxml2::XMLElement& element) {
// Start custom XML
element.SetAttribute("state", static_cast<unsigned int>(m_State));
// End custom XML
element.DeleteChildren();
element.SetAttribute("id", static_cast<unsigned int>(info.id));
element.SetAttribute("cct", static_cast<unsigned int>(m_Completions));
element.SetAttribute("cts", static_cast<unsigned int>(m_Timestamp));
}
void Mission::UpdateXmlCur(tinyxml2::XMLElement& element) {
// Start custom XML
element.SetAttribute("state", static_cast<unsigned int>(m_State));
// End custom XML
element.DeleteChildren();
element.SetAttribute("id", static_cast<unsigned int>(info.id));
if (IsComplete()) return;
for (const auto* const task : m_Tasks) {
auto* const child = element.InsertNewChildElement("sv");
child->SetAttribute("v", static_cast<unsigned int>(task->GetProgress()));
// Collection and visit property tasks then need to store the collected/visited items after the progress
const auto taskType = task->GetType();
if (taskType == eMissionTaskType::COLLECTION || taskType == eMissionTaskType::VISIT_PROPERTY) {
for (const auto unique : task->GetUnique()) {
auto* uniqueElement = element.InsertNewChildElement("sv");
uniqueElement->SetAttribute("v", static_cast<unsigned int>(unique));
}
}
}
}
bool Mission::IsValidMission(const uint32_t missionId) {
auto* table = CDClientManager::GetTable<CDMissionsTable>();
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
return !missions.empty();
}
bool Mission::IsValidMission(const uint32_t missionId, CDMissions& info) {
auto* table = CDClientManager::GetTable<CDMissionsTable>();
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missions.empty()) {
return false;
}
info = missions[0];
return true;
}
Entity* Mission::GetAssociate() const {
return m_MissionComponent->GetParent();
}
Character* Mission::GetCharacter() const {
return GetAssociate()->GetCharacter();
}
uint32_t Mission::GetMissionId() const {
return info.id;
}
const CDMissions& Mission::GetClientInfo() const {
return info;
}
uint32_t Mission::GetCompletions() const {
return m_Completions;
}
uint32_t Mission::GetTimestamp() const {
return m_Timestamp;
}
LOT Mission::GetReward() const {
return m_Reward;
}
std::vector<MissionTask*> Mission::GetTasks() const {
return m_Tasks;
}
eMissionState Mission::GetMissionState() const {
return m_State;
}
bool Mission::IsAchievement() const {
return !info.isMission;
}
bool Mission::IsMission() const {
return info.isMission;
}
bool Mission::IsRepeatable() const {
return info.repeatable;
}
bool Mission::IsComplete() const {
return m_State == eMissionState::COMPLETE;
}
bool Mission::IsActive() const {
return m_State == eMissionState::ACTIVE || m_State == eMissionState::COMPLETE_ACTIVE;
}
void Mission::MakeActive() {
SetMissionState(m_Completions == 0 ? eMissionState::ACTIVE : eMissionState::COMPLETE_ACTIVE);
}
bool Mission::IsReadyToComplete() const {
return m_State == eMissionState::READY_TO_COMPLETE || m_State == eMissionState::COMPLETE_READY_TO_COMPLETE;
}
bool Mission::IsFailed() const {
const auto underlying = GeneralUtils::ToUnderlying(m_State);
const auto target = GeneralUtils::ToUnderlying(eMissionState::FAILED);
return (underlying & target) != 0;
}
void Mission::MakeReadyToComplete() {
SetMissionState(m_Completions == 0 ? eMissionState::READY_TO_COMPLETE : eMissionState::COMPLETE_READY_TO_COMPLETE);
}
bool Mission::IsAvalible() const {
return m_State == eMissionState::AVAILABLE || m_State == eMissionState::COMPLETE_AVAILABLE;
}
bool Mission::IsFetchMission() const {
return m_Tasks.size() == 1 && m_Tasks[0]->GetType() == eMissionTaskType::TALK_TO_NPC;
}
void Mission::MakeAvalible() {
SetMissionState(m_Completions == 0 ? eMissionState::AVAILABLE : eMissionState::COMPLETE_AVAILABLE);
}
void Mission::Accept() {
SetMissionTypeState(eMissionLockState::NEW, info.defined_type, info.defined_subtype);
SetMissionState(m_Completions > 0 ? eMissionState::COMPLETE_ACTIVE : eMissionState::ACTIVE);
Catchup();
}
void Mission::Complete(const bool yieldRewards) {
if (m_State != eMissionState::ACTIVE && m_State != eMissionState::COMPLETE_ACTIVE) {
// If we are accepting a mission here there is no point to giving it a unique ID since we just complete it immediately.
Accept();
}
for (auto* task : m_Tasks) {
task->Complete();
}
SetMissionState(eMissionState::REWARDING, true);
if (yieldRewards) {
YieldRewards();
}
SetMissionState(eMissionState::COMPLETE);
m_Completions++;
m_Timestamp = std::time(nullptr);
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackMissionCompletion(!info.isMission);
}
auto* missionComponent = entity->GetComponent<MissionComponent>();
missionComponent->Progress(eMissionTaskType::META, info.id);
missionComponent->Progress(eMissionTaskType::RACING, info.id, static_cast<LWOOBJID>(eRacingTaskParam::COMPLETE_ANY_RACING_TASK));
missionComponent->Progress(eMissionTaskType::RACING, info.id, static_cast<LWOOBJID>(eRacingTaskParam::COMPLETE_TRACK_TASKS));
auto* missionEmailTable = CDClientManager::GetTable<CDMissionEmailTable>();
const auto missionId = GetMissionId();
const auto missionEmails = missionEmailTable->Query([missionId](const CDMissionEmail& entry) {
return entry.missionID == missionId;
});
for (const auto& email : missionEmails) {
const auto missionEmailBase = "MissionEmail_" + std::to_string(email.ID) + "_";
if (email.messageType == 1 /* Send an email to the player */) {
const auto subject = "%[" + missionEmailBase + "subjectText]";
const auto body = "%[" + missionEmailBase + "bodyText]";
const auto sender = "%[" + missionEmailBase + "senderName]";
Mail::SendMail(LWOOBJID_EMPTY, sender, GetAssociate(), subject, body, email.attachmentLOT, 1);
} else if (email.messageType == 2 /* Send an announcement in chat */) {
auto* character = entity->GetCharacter();
ChatPackets::AchievementNotify notify{};
notify.missionEmailID = email.ID;
notify.earningPlayerID = entity->GetObjectID();
notify.earnerName.string = character ? GeneralUtils::ASCIIToUTF16(character->GetName()) : u"";
// Manual write since it's sent to chat server and not a game client
RakNet::BitStream bitstream;
notify.WriteHeader(bitstream);
notify.Serialize(bitstream);
Game::chatServer->Send(&bitstream, HIGH_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
}
}
void Mission::CheckCompletion() {
for (auto* task : m_Tasks) {
if (!task->IsComplete()) {
return;
}
}
if (IsAchievement()) {
Complete();
return;
}
MakeReadyToComplete();
}
void Mission::Catchup() {
auto* entity = GetAssociate();
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
for (auto* task : m_Tasks) {
const auto type = task->GetType();
if (type == eMissionTaskType::GATHER) {
for (auto target : task->GetAllTargets()) {
const auto count = inventory->GetLotCountNonTransfer(target);
for (auto i = 0U; i < count; ++i) {
task->Progress(target);
}
}
} else if (type == eMissionTaskType::PLAYER_FLAG) {
for (int32_t target : task->GetAllTargets()) {
const auto flag = GetCharacter()->GetPlayerFlag(target);
if (!flag) {
continue;
}
task->Progress(target);
if (task->IsComplete()) {
break;
}
}
} else if (type == eMissionTaskType::RACING) {
// check if its a racing meta task ("4") and then set its progress to the current completed missions in all tasks
const auto& clientInfo = task->GetClientInfo();
if (clientInfo.taskParam1.starts_with("4")) {
// Each target is racing mission that needs to be completed.
// If its completed, progress the meta task by 1.
// at the end set the task progress to avoid sending excess msgs across the wire
uint32_t progress = 0;
for (const auto& target : task->GetAllTargets()) {
if (target == 0) continue;
auto* racingMission = m_MissionComponent->GetMission(target);
if (racingMission != nullptr && racingMission->IsComplete()) {
progress++;
}
}
task->SetProgress(progress);
}
}
}
}
void Mission::YieldRewards() {
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* character = GetCharacter();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
auto* characterComponent = entity->GetComponent<CharacterComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
// Remove mission items
for (auto* task : m_Tasks) {
if (task->GetType() != eMissionTaskType::GATHER) {
continue;
}
const auto& param = task->GetParameters();
if (param.empty() || (param[0] & 1) == 0) // Should items be removed?
{
for (const auto target : task->GetAllTargets()) {
// This is how live did it. ONLY remove item collection items from the items and hidden inventories and none of the others.
inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue, eInventoryType::ITEMS);
inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue, eInventoryType::QUEST);
missionComponent->Progress(eMissionTaskType::GATHER, target, LWOOBJID_EMPTY, "", -task->GetClientInfo().targetValue);
}
}
}
int32_t coinsToSend = 0;
if (info.LegoScore > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
if (levelComponent->GetLevel() >= Game::zoneManager->GetWorldConfig().levelCap) {
// Since the character is at the level cap we reward them with coins instead of UScore.
coinsToSend += info.LegoScore * Game::zoneManager->GetWorldConfig().levelCapCurrencyConversion;
} else {
characterComponent->SetUScore(characterComponent->GetUScore() + info.LegoScore);
GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info.LegoScore, lootSource);
}
}
// Even with no repeatable column, reputation is repeatable
if (info.reward_reputation > 0) {
missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, LWOOBJID_EMPTY, "", info.reward_reputation);
auto* const character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info.reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}
if (m_Completions > 0) {
std::vector<std::pair<LOT, uint32_t>> items;
items.emplace_back(info.reward_item1_repeatable, info.reward_item1_repeat_count);
items.emplace_back(info.reward_item2_repeatable, info.reward_item2_repeat_count);
items.emplace_back(info.reward_item3_repeatable, info.reward_item3_repeat_count);
items.emplace_back(info.reward_item4_repeatable, info.reward_item4_repeat_count);
for (const auto& pair : items) {
// Some missions reward zero of an item and so they must be allowed through this clause,
// hence pair.second < 0 instead of pair.second <= 0.
if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
continue;
}
// If a mission rewards zero of an item, make it reward 1.
auto count = pair.second > 0 ? pair.second : 1;
LOG("Player %llu is receiving %i of item %i from repeatable mission %i", entity->GetObjectID(), count, pair.first, info.id);
inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
}
if (info.reward_currency_repeatable > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource);
}
return;
}
std::vector<std::pair<LOT, int32_t>> items;
items.emplace_back(info.reward_item1, info.reward_item1_count);
items.emplace_back(info.reward_item2, info.reward_item2_count);
items.emplace_back(info.reward_item3, info.reward_item3_count);
items.emplace_back(info.reward_item4, info.reward_item4_count);
for (const auto& pair : items) {
// Some missions reward zero of an item and so they must be allowed through this clause,
// hence pair.second < 0 instead of pair.second <= 0.
if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
continue;
}
// If a mission rewards zero of an item, make it reward 1.
auto count = pair.second > 0 ? pair.second : 1;
LOG("Player %llu is receiving %i of item %i from mission %i", entity->GetObjectID(), count, pair.first, info.id);
inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
}
if (info.reward_currency > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource);
}
if (info.reward_maxinventory > 0) {
auto* inventory = inventoryComponent->GetInventory(ITEMS);
inventory->SetSize(inventory->GetSize() + info.reward_maxinventory);
}
if (info.reward_bankinventory > 0) {
auto* inventory = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
auto modelInventory = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
inventory->SetSize(inventory->GetSize() + info.reward_bankinventory);
modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory);
}
if (info.reward_maxhealth > 0) {
destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info.reward_maxhealth), true);
}
if (info.reward_maximagination > 0) {
destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info.reward_maximagination), true);
}
Game::entityManager->SerializeEntity(entity);
if (info.reward_emote > 0) {
character->UnlockEmote(info.reward_emote);
}
if (info.reward_emote2 > 0) {
character->UnlockEmote(info.reward_emote2);
}
if (info.reward_emote3 > 0) {
character->UnlockEmote(info.reward_emote3);
}
if (info.reward_emote4 > 0) {
character->UnlockEmote(info.reward_emote4);
}
}
void Mission::Progress(eMissionTaskType type, int32_t value, LWOOBJID associate, const std::string& targets, int32_t count) {
const auto isRemoval = count < 0;
const bool testedMission = GetTestedMissions().contains(GetMissionId());
if (testedMission) LOG("%i Removal: %s complete: %s achievement: %s", GetMissionId(), isRemoval ? "true" : "false", IsComplete() ? "true" : "false", IsAchievement() ? "true" : "false");
if (isRemoval && (IsComplete() || IsAchievement())) {
return;
}
for (auto* task : m_Tasks) {
if (testedMission) LOG("Complete: %s Type: %s TaskType: %s", task->IsComplete() ? "true" : "false", StringifiedEnum::ToString(type).data(), StringifiedEnum::ToString(task->GetType()).data());
if (task->IsComplete() && !isRemoval) {
continue;
}
if (task->GetType() != type) {
continue;
}
if (isRemoval && !task->InAllTargets(value)) {
continue;
}
task->Progress(value, associate, targets, count);
}
}
void Mission::SetMissionState(const eMissionState state, const bool sendingRewards) {
this->m_State = state;
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
GameMessages::NotifyMission notifyMission;
notifyMission.target = entity->GetObjectID();
notifyMission.missionID = info.id;
notifyMission.missionState = static_cast<int32_t>(state);
notifyMission.sendingRewards = sendingRewards;
notifyMission.SendToClient(characterComponent->GetSystemAddress());
}
void Mission::SetMissionTypeState(eMissionLockState state, const std::string& type, const std::string& subType) {
// TODO
}
void Mission::SetCompletions(const uint32_t value) {
m_Completions = value;
}
void Mission::SetReward(const LOT lot) {
m_Reward = lot;
}
Mission::~Mission() {
for (auto* task : m_Tasks) {
delete task;
}
m_Tasks.clear();
}
const std::set<uint32_t>& Mission::GetTestedMissions() const {
return g_TestedMissions;
}