int32 ObjectController::indexOfNextField(const BString message) const { int32 index = -1; int8 *ptr = message.getRawData(); bool foundStart = false; bool foundEnd = false; for (int32 i = 0; i < (int32)message.getLength(); i++) { if (!foundStart) { if (!isspace(*ptr++)) { foundStart = true; } } else if (!foundEnd) { if (isspace(*ptr++)) { // we are done with the first field foundEnd = true; } } else { // Find the start of next field. if (!isspace(*ptr++)) { index = i; break; } } } return index; }
int32 ObjectController::indexOfFirstField(const BString message) const { int32 index = -1; int8 *ptr = message.getRawData(); //bool foundStart = false; //bool foundEnd = false; for (int32 i = 0; i < (int32)message.getLength(); i++) { // Find the start of next field. if (!isspace(*ptr++)) { index = i; break; } } return index; }
void ObjectController::_handleGetAttributesBatch(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); BString requestStr; BStringVector dataElements; BStringVector dataElements2; uint16 elementCount; message->getStringUnicode16(requestStr); requestStr.convert(BSTRType_ANSI); requestStr.getRawData()[requestStr.getLength()] = 0; elementCount = requestStr.split(dataElements,' '); if(!elementCount) { return; } Message* newMessage; for(uint16 i = 0; i < elementCount; i++) { uint64 itemId = boost::lexical_cast<uint64>(dataElements[i].getAnsi()); Object* object = gWorldManager->getObjectById(itemId); if(object == NULL) { // could be a resource Resource* resource = gResourceManager->getResourceById(itemId); if(resource != NULL) { resource->sendAttributes(playerObject); continue; } //could be a schematic! Datapad* datapad = playerObject->getDataPad(); ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(itemId); if(schem != NULL) { schem->sendAttributes(playerObject); continue; } MissionObject* mission = datapad->getMissionById(itemId); if(mission != NULL) { mission->sendAttributes(playerObject); continue; } IntangibleObject* data = datapad->getDataById(itemId); if(data != NULL) { data->sendAttributes(playerObject); continue; } // TODO: check our datapad items if(playerObject->isConnected()) { // default reply for schematics gMessageFactory->StartMessage(); gMessageFactory->addUint32(opAttributeListMessage); gMessageFactory->addUint64(itemId); gMessageFactory->addUint32(0); //gMessageFactory->addUint16(0); //gMessageFactory->addUint32(40); newMessage = gMessageFactory->EndMessage(); (playerObject->getClient())->SendChannelAUnreliable(newMessage, playerObject->getAccountId(), CR_Client, 8); } //finally, when we are crafting this could be the new item, not yet added to the worldmanager?? if(playerObject->getCraftingSession()) { if(playerObject->getCraftingSession()->getItem()&&playerObject->getCraftingSession()->getItem()->getId() == itemId) { playerObject->getCraftingSession()->getItem()->sendAttributes(playerObject); } } } else { // Tutorial: I (Eru) have to do some hacks here, since I don't know how to get the info of what object the client has selected (by single click) in the Inventory. if (gWorldConfig->isTutorial()) { // Let's see if the actual object is the food item "Melon" in our inventory. if (dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId() == object->getParentId()) { //uint64 id = object->getId(); // Is it an Item? Item* item = dynamic_cast<Item*>(object); // Check if this item is a food item. if (item) { if (item->getItemFamily() == ItemFamily_Foods) { playerObject->getTutorial()->tutorialResponse("foodSelected"); } } } } object->sendAttributes(playerObject); } } }