void InsuranceTerminal::handleUIEvent(uint32 action,int32 element,string inputStr,UIWindow* window)
{
	// gLogger->logMsgF("InsuranceTerminal::handleUIEvent You are here!",MSG_NORMAL);

	if(window == NULL)
	{
		return;
	}

	PlayerObject* playerObject = window->getOwner(); // window owner

	if(playerObject == NULL || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead()|| playerObject->checkState(CreatureState_Combat))
	{
		return;
	}

	switch(window->getWindowType())
	{
		case SUI_Window_Insurance_Newbie_MessageBox:		// Tried to insure item when still having free rounds left.
		{
			switch(action)
			{
				case 0: // Yes
				{
					// Player selected to continue with insurance of item even if no need for.
					// gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Yes",MSG_NORMAL);

					// Build the items list and optional use error-messages if needed.
					BStringVector insuranceList;
					this->getUninsuredItems(playerObject, &insuranceList);
					
					// We should display all uninsured items that can be insured, and that are wearing or carrying in our inventory.
					// Items in backpackage or in other containers within our inventory shall also be handled.
					gUIManager->createNewListBox(this,"insure","@sui:mnu_insure","Select an item to insure.",insuranceList,playerObject,SUI_Window_Insurance_ListBox, SUI_MB_OKCANCEL);
				}
				break;

				case 1: // No
				{
					// Player selected to abort, since all items are still treated as insured.
					// gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox No",MSG_NORMAL);
				}
				break;

				default:
				{
					gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Invalid selection!",MSG_NORMAL);
				}
				break;
			}
		}
		break;

		case SUI_Window_Insurance_ListBox:
		{
			switch (action)
			{
				case 0: // OK
				{
					// Insure one item.
					// gLogger->logMsgF("SUI_Window_Insurance_ListBox OK",MSG_NORMAL);
					
					Inventory* inventoryObject = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); 
					Bank* bankObject = dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));

					if(!inventoryObject || !bankObject)
						return;

					int32 creditsInInventory = inventoryObject->getCredits();
					int32 creditsAtBank = bankObject->getCredits();

					if (mSortedInsuranceList.size() ==  0)
					{
						// You have no insurable items.
						gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "no_insurables");
					}
					else if (element > (int32)mSortedInsuranceList.size() - 1 || element < 0)
					{
						// Unable to process insure item request.
						gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "bad_insure_request");
					}
					else
					{
						string selectedItemm((mSortedInsuranceList.at(element).first).getAnsi());
						selectedItemm.convert(BSTRType_Unicode16);

						Object* object = gWorldManager->getObjectById(mSortedInsuranceList.at(element).second);
						if (!object)
						{
							// Invalid object.
							// Insure attempt failed.
							gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
							break;
						}
						TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
						if (!tangibleObject)
						{
							// Not a tangible object.
							// Insure attempt failed.
							gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
						}
						else if (!tangibleObject->hasInternalAttribute("insured"))
						{
							// [Insurance] Item uninsurable: %TT.
							gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_uninsurable", "","", L"", 0, "", "", selectedItemm);
						}
						else if (tangibleObject->getInternalAttribute<bool>("insured"))
						{
							// [Insurance] Item already insured: %TT. 
							gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_already_insured", "","", L"", 0, "", "", selectedItemm);
						}
						else if ((creditsAtBank+creditsInInventory) < mInsuranceFee)
						{
							// You have insufficient funds to insure your %TT. 
							gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_nsf_insure", "","", L"", 0, "", "", selectedItemm);
						}
						else
						{
							int32 delta = creditsInInventory - mInsuranceFee;

							if(delta >= 0)
							{
								inventoryObject->updateCredits(-mInsuranceFee);
							}
							else if(delta < 0 && creditsAtBank >= (-delta))
							{
								inventoryObject->updateCredits(mInsuranceFee + delta);
								bankObject->updateCredits(delta);
							}

							// The credits is drawn from the player inventory and/or bank.
							// System message: You successfully make a payment of %DI credits to %TO.
							gMessageLib->sendSystemMessage(playerObject, L"", "base_player", "prose_pay_acct_success", "terminal_name", "terminal_insurance", L"", mInsuranceFee);

							// Update attribute.
							// string str("insured");
							tangibleObject->setInternalAttribute("insured","1");
							gWorldManager->getDatabase()->ExecuteSqlAsync(NULL,NULL,"UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u",tangibleObject->getId(), 1270);

							//gLogger->logMsgF("UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u", MSG_NORMAL, tangibleObject->getId(), 1270);
							
							tangibleObject->setTypeOptions(tangibleObject->getTypeOptions() | 4);

							// Update insurance status.
							(void)gMessageLib->sendUpdateTypeOption(tangibleObject, playerObject);

							// You successfully insure your %TT. 
							gMessageLib->sendSystemMessage(playerObject,L"","base_player","prose_insure_success", "","", L"", 0, "", "", selectedItemm);
						}
						/*else
						{
							// An attempt to insure your %TT has failed. Most likely, this is due to lack of funds. 
							gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_insure_fail", "","", L"", 0, "", "", selectedItemm);
						}*/
					}
				}
				break;

				case 1: // Cancel
				{
					// gLogger->logMsgF("SUI_Window_Insurance_ListBox Cancel",MSG_NORMAL);
				}
				break;

				default:
				{
					// gLogger->logMsgF("SUI_Window_Insurance_ListBox Invalid selection!",MSG_NORMAL);
				}
				break;
			}
		}
		break;

		case SUI_Window_InsureAll_Newbie_MessageBox:
		{
			switch(action)
			{
				case 0: // Yes
				{
					// Player selected to continue with insurance of item even if no need for.
					// gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox Yes",MSG_NORMAL);

					// Fetch all items that can be insured.
					BStringVector insuranceList;
					this->getUninsuredItems(playerObject, &insuranceList);

					uint32 insuranceFee = insuranceList.size() * mInsuranceFee;
					int8 sql[256];
					sprintf(sql,"@terminal_ui:insure_all_d_prefix %u @terminal_ui:insure_all_d_suffix \n\n @terminal_ui:insure_all_confirm", insuranceFee);
					gUIManager->createNewMessageBox(this,"","@terminal_ui:insure_all_t",sql,playerObject, SUI_Window_InsuranceAll_MessageBox, SUI_MB_YESNO);
				}
				break;

				case 1: // No
				{
					// Player selected to abort, since all items are still treated as insured.
					// gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox No",MSG_NORMAL);
				}
				break;

				default:
				{
					gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox Invalid selection!",MSG_NORMAL);
				}
				break;
			}
		}
		break;

		case SUI_Window_InsuranceAll_MessageBox:
		{
			switch(action)
			{
				case 0: // Yes
				{
					// Insure all insurable items.
					int32 creditsAtBank = (dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank))->getCredits());
					string selectedItemm;
					int32 fee = mSortedInsuranceList.size() * mInsuranceFee;

					if (mSortedInsuranceList.size() ==  0)
					{
						// You do not have any items that can be insured. 
						gMessageLib->sendSystemMessage(playerObject, L"", "terminal_ui", "no_insurable_items");
					}
					else if (creditsAtBank < fee)
					{
						// You have insufficient funds to insure your %TT. 
						gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_nsf_insure", "","", L"", 0, "", "", L"items");
					}
					else
					{
						// Insure all the items.
						bool abortInsurance = false;

						// Let's clear the fatal error conditions first (object destroyed or invalid type),
						SortedInventoryItemList::iterator it = mSortedInsuranceList.begin();
						while (it != mSortedInsuranceList.end())
						{
							Object* object = gWorldManager->getObjectById((*it).second);
							if (!object)
							{
								// Invalid object, we abort this transaction.

								// Insure attempt failed.
								gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
								abortInsurance = true;
								break;
							}
		
							TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
							if (!tangibleObject)
							{
								// Not a tangible object, we abort this transaction.
								// Insure attempt failed.
								gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
								abortInsurance = true;
								break;
							}
							it++;
						}

						if (abortInsurance)
						{
							break;
						}

						if ((dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank))->updateCredits(-fee)))
						{
							// The credits is drawn from the player bank.
							// System message: You successfully make a payment of %DI credits to %TO.
							gMessageLib->sendSystemMessage(playerObject, L"", "base_player", "prose_pay_acct_success", "terminal_name", "terminal_insurance", L"", fee);

							it = mSortedInsuranceList.begin();
							while (it != mSortedInsuranceList.end())
							{
								selectedItemm = (*it).first;
								selectedItemm.convert(BSTRType_Unicode16);

								Object* object = gWorldManager->getObjectById((*it).second);
								TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);

								if (!tangibleObject->hasInternalAttribute("insured"))
								{
									// This is not a fatal error, but should never happen.

									// [Insurance] Item uninsurable: %TT.
									gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_uninsurable", "","", L"", 0, "", "", selectedItemm);
									// fee -= insuranceFee;
									it++;
									continue;
								}

								if (tangibleObject->getInternalAttribute<bool>("insured"))
								{
									// This is not a fatal error, but should never happen.

									// [Insurance] Item already insured: %TT. 
									gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_already_insured", "","", L"", 0, "", "", selectedItemm);
									// fee -= insuranceFee;
									it++;
									continue;
								}

								// Insure the item.
								// Update attribute.
								tangibleObject->setInternalAttribute("insured","1");
								gWorldManager->getDatabase()->ExecuteSqlAsync(NULL,NULL,"UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u",tangibleObject->getId(), 1270);

								tangibleObject->setTypeOptions(tangibleObject->getTypeOptions() | 4);

								// Update insurance status.
								(void)gMessageLib->sendUpdateTypeOption(tangibleObject, playerObject);

								it++;
							}

							// Insurance transaction successfully completed. 
							gMessageLib->sendSystemMessage(playerObject,L"","base_player","insure_success");

						}
						else
						{
							// An attempt to insure your %TT has failed. Most likely, this is due to lack of funds. 
							gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_insure_fail", "","", L"", 0, "", "", L"items");
						}
					}

				}
				break;

				case 1: // No
				{
					// gLogger->logMsgF("SUI_Window_InsuranceAll_MessageBox No",MSG_NORMAL);
				}
				break;

				default:
				{
					gLogger->logMsgF("SUI_Window_InsuranceAll_MessageBox Invalid selection!",MSG_NORMAL);
				}
				break;
			}
		}
		break;

		default:
		{
		}
		break;
	}
	
	// gLogger->logMsgF("CloningTerminal::handleUIEvent You sure handled this UI-event!, Action = %d",MSG_NORMAL, action);
}
Beispiel #2
0
void ObjectController::_handlePurchaseTicket(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject*	playerObject = dynamic_cast<PlayerObject*>(mObject);
    BString			dataStr;
    BStringVector	dataElements;
    uint16			elements;


    float		purchaseRange = gWorldConfig->getConfiguration<float>("Player_TicketTerminalAccess_Distance",(float)10.0);

    if(playerObject->states.getPosture() == CreaturePosture_SkillAnimating)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "wrong_state"), playerObject);
        return;
    }


    //however we are able to use the purchaseticket command in starports
    //without having to use a ticketvendor by just giving commandline parameters
    //when we are *near* a ticket vendor

    TravelTerminal* terminal = dynamic_cast<TravelTerminal*> (gWorldManager->getNearestTerminal(playerObject,TanType_TravelTerminal));
    // iterate through the results

    if((!terminal)|| (glm::distance(terminal->mPosition, playerObject->mPosition) > purchaseRange))
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "too_far"), playerObject);
        return;
    }

    playerObject->setTravelPoint(terminal);

    message->getStringUnicode16(dataStr);

    // Have to convert BEFORE using split, since the conversion done there is removed It will assert().. evil grin...
    // Either do the conversion HERE, or better fix the split so it handles unicoe also.
    dataStr.convert(BSTRType_ANSI);

    elements = dataStr.split(dataElements,' ');

    if(elements < 4)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject);
        return;
    }

    // get price and planet ids
    TicketProperties ticketProperties;
    gTravelMapHandler->getTicketInformation(dataElements,&ticketProperties);

    if(!ticketProperties.dstPoint)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject);
        return;
    }

    uint8 roundTrip = 0;

    if(elements > 4)
        roundTrip = atoi(dataElements[4].getAnsi());

    if(dataElements[4].getCrc() == BString("single").getCrc())
        roundTrip = 0;


    //how many tickets will it be?
    uint32 amount = 1;
    if(roundTrip)
        amount = 2;

    Inventory*	inventory	= dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
    Bank*		bank		= dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));

    if(!inventory->checkSlots(static_cast<uint8>(amount)))
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "inv_full"), playerObject);
        return;
    }

    if(roundTrip == 1)
    {
        ticketProperties.price *= 2;
    }

    // update bank or inventory credits
    if(!(inventory->updateCredits(-ticketProperties.price)))
    {
        if(!(bank->updateCredits(-ticketProperties.price)))
        {
            //gMessageLib->sendSystemMessage(entertainer,L"","travel","route_not_available");
            gUIManager->createNewMessageBox(NULL,"ticketPurchaseFailed","The Galactic Travel Commission","You do not have enough money to complete the ticket purchase.",playerObject);
            return;
        }
    }

    if(playerObject->isConnected())
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("base_player", "prose_pay_acct_success", "", "", "", "", "money/acct_n", "travelsystem", ticketProperties.price), playerObject);

        gObjectFactory->requestNewTravelTicket(inventory,ticketProperties,inventory->getId(),99);

        if(roundTrip == 1)
        {
            uint32 tmpId = ticketProperties.srcPlanetId;
            TravelPoint* tmpPoint = ticketProperties.srcPoint;

            ticketProperties.srcPlanetId = ticketProperties.dstPlanetId;
            ticketProperties.srcPoint = ticketProperties.dstPoint;
            ticketProperties.dstPlanetId = static_cast<uint16>(tmpId);
            ticketProperties.dstPoint = tmpPoint;

            gObjectFactory->requestNewTravelTicket(inventory,ticketProperties,inventory->getId(),99);
        }

        gUIManager->createNewMessageBox(NULL,"handleSUI","The Galactic Travel Commission","@travel:ticket_purchase_complete",playerObject);
    }
}