Files
DarkflameServer/dScripts/02_server/Map/njhub/CavePrisonCage.cpp
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

225 lines
6.2 KiB
C++

#include "CavePrisonCage.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "GameMessages.h"
#include "ObjectMessages.h"
#include "Character.h"
#include "dZoneManager.h"
#include "RenderComponent.h"
void CavePrisonCage::OnStartup(Entity* self) {
const auto& myNum = self->GetVar<std::u16string>(u"myNumber");
if (myNum.empty()) {
return;
}
const auto spawners = Game::zoneManager->GetSpawnersByName("PrisonCounterweight_0" + GeneralUtils::UTF16ToWTF8(myNum));
if (spawners.empty()) return;
auto* spawner = spawners[0];
self->SetVar<Spawner*>(u"CWSpawner", spawner);
Setup(self, spawner);
}
void CavePrisonCage::Setup(Entity* self, Spawner* spawner) {
if (!spawner) return;
SpawnCounterweight(self, spawner);
NiPoint3 mypos = self->GetPosition();
NiQuaternion myrot = self->GetRotation();
mypos.y += 1.5;
mypos.z -= 0.5;
EntityInfo info{};
info.lot = m_Villagers[self->GetVarAs<int32_t>(u"myNumber") - 1];
info.pos = mypos;
info.rot = myrot;
info.spawnerID = self->GetObjectID();
// Spawn the villager inside the jail
auto* entity = Game::entityManager->CreateEntity(info);
// Save the villeger ID
self->SetVar<LWOOBJID>(u"villager", entity->GetObjectID());
// Construct the entity
Game::entityManager->ConstructEntity(entity);
}
void CavePrisonCage::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
if (state != eQuickBuildState::RESETTING) {
return;
}
auto* spawner = self->GetVar<Spawner*>(u"CWSpawner");
if (spawner == nullptr) {
return;
}
spawner->Reset();
SpawnCounterweight(self, spawner);
}
void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
if (!spawner) return;
spawner->Reset();
auto* counterweight = spawner->Spawn();
self->SetVar<LWOOBJID>(u"Counterweight", counterweight->GetObjectID());
auto* quickBuildComponent = counterweight->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->AddQuickBuildStateCallback([this, self](eQuickBuildState state) {
OnQuickBuildNotifyState(self, state);
});
quickBuildComponent->AddQuickBuildCompleteCallback([this, self](Entity* user) {
// The counterweight is a simple mover, which is not implemented, so we'll just set it's position
auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
if (counterweight == nullptr) {
return;
}
// Move the counterweight down 2 units
counterweight->SetPosition(counterweight->GetPosition() + NiPoint3(0, -2, 0));
// Serialize the counterweight
Game::entityManager->SerializeEntity(counterweight);
// notifyPlatformAtLastWaypoint
// Save the userID as Builder
self->SetVar<LWOOBJID>(u"Builder", user->GetObjectID());
// Get the button and make sure it still exists
auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
if (button == nullptr) {
return;
}
// Play the 'down' animation on the button
RenderComponent::PlayAnimation(button, u"down");
// Setup a timer named 'buttonGoingDown' to be triggered in 5 seconds
self->AddTimer("buttonGoingDown", 5.0f);
});
}
if (self->GetVar<LWOOBJID>(u"Button")) {
return;
}
GetButton(self);
}
void CavePrisonCage::GetButton(Entity* self) {
const auto buttons = Game::entityManager->GetEntitiesInGroup("PrisonButton_0" + std::to_string(self->GetVarAs<int32_t>(u"myNumber")));
if (buttons.size() == 0) {
// Try again in 0.5 seconds
self->AddCallbackTimer(0.5, [this, self]() {
GetButton(self);
});
return;
}
auto* button = buttons[0];
self->SetVar<LWOOBJID>(u"Button", button->GetObjectID());
}
void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
// the anim of the button down is over
if (timerName == "buttonGoingDown") {
// Play the 'up' animation
RenderComponent::PlayAnimation(self, u"up");
// Setup a timer named 'CageOpen' to be triggered in 1 second
self->AddTimer("CageOpen", 1.0f);
} else if (timerName == "CageOpen") {
// play the idle open anim
RenderComponent::PlayAnimation(self, u"idle-up");
// Get the villeger
auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
if (villager == nullptr) {
return;
}
GameMessages::NotifyClientObject(villager->GetObjectID(), u"TimeToChat", 0, 0, LWOOBJID_EMPTY, "").Send(UNASSIGNED_SYSTEM_ADDRESS);
// Get the builder and make sure it still exists
auto* builder = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Builder"));
if (builder == nullptr) {
return;
}
const auto flagNum = 2020 + self->GetVarAs<int32_t>(u"myNumber");
// Set the flag on the builder character
auto* const character = builder->GetCharacter();
if (character) character->SetPlayerFlag(flagNum, true);
// Setup a timer named 'VillagerEscape' to be triggered in 5 seconds
self->AddTimer("VillagerEscape", 5.0f);
} else if (timerName == "VillagerEscape") {
// Get the villeger and make sure it still exists
auto* villager = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
if (villager == nullptr) {
return;
}
// Kill the villager
villager->Kill();
// Setup a timer named 'SmashCounterweight' to be triggered in 2 seconds
self->AddTimer("SmashCounterweight", 2.0f);
} else if (timerName == "SmashCounterweight") {
// Get the counterweight and make sure it still exists
auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
if (counterweight == nullptr) {
return;
}
// Smash the counterweight
counterweight->Smash();
// Get the button and make sure it still exists
auto* button = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Button"));
if (button == nullptr) {
return;
}
// Play the 'up' animation on the button
RenderComponent::PlayAnimation(button, u"up");
// Setup a timer named 'CageClosed' to be triggered in 1 second
self->AddTimer("CageClosed", 1.0f);
} else if (timerName == "CageClosed") {
// play the idle closed anim
RenderComponent::PlayAnimation(self, u"idle");
// Setup a timer named 'ResetPrison' to be triggered in 10 seconds
self->AddTimer("ResetPrison", 10.0f);
} else if (timerName == "ResetPrison") {
Setup(self, self->GetVar<Spawner*>(u"CWSpawner"));
}
}