void GroupManager::sendGroupMissionUpdate(GroupObject* group) { // this procedure ensures, that in case of a change in the mission pool of the group // all players get updated Mission waypoints // it concerns all players of the group on the zone, but not on other zones //get us the mission nearest to the most players on the Zone MissionObject* mission = getZoneGroupMission(group->getPlayerList()); if(!mission) return; //now set the GroupWaypoint for all onZone groupmembers Uint64List::iterator playerListIt = group->getPlayerList()->begin(); while(playerListIt != group->getPlayerList()->end()) { PlayerObject* player = dynamic_cast<PlayerObject*> (gWorldManager->getObjectById((*playerListIt))); Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad)); WaypointObject* waypoint = datapad->getWaypointByName("@group:groupwaypoint"); // remove the old one if(waypoint) { gMessageLib->sendUpdateWaypoint(waypoint,ObjectUpdateAdd,player); datapad->removeWaypoint(waypoint); gObjectFactory->deleteObjectFromDB(waypoint); } else // create a new one if(datapad->getCapacity()) { datapad->requestNewWaypoint("@group:groupwaypoint",mission->getDestination().Coordinates,static_cast<uint16>(gWorldManager->getZoneId()),Waypoint_blue); gMessageLib->sendSystemMessage(player,L"","group","groupwaypoint"); } playerListIt++; } }
void ObjectController::destroyObject(uint64 objectId) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); Datapad* datapad = dynamic_cast<Datapad*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad)); Object* object = gWorldManager->getObjectById(objectId); //could be a schematic! ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(objectId); if(schem != NULL) { //delete schematic datapad->removeManufacturingSchematic(objectId); //delete schematic object gObjectFactory->deleteObjectFromDB(schem); gMessageLib->sendDestroyObject(objectId,playerObject); return; } // could be a waypoint if(object == NULL) { object = datapad->getWaypointById(objectId); } // or something else if(object == NULL) { gLogger->logMsgF("ObjController::destroyObject: could not find object %"PRIu64"",MSG_NORMAL,objectId); return; } // waypoint if(object->getType() == ObjType_Waypoint) { // update our datapad if(!(datapad->removeWaypoint(objectId))) { gLogger->logMsgF("ObjController::handleDestroyObject: Error removing Waypoint from datapad %"PRIu64"",MSG_NORMAL,objectId); } gMessageLib->sendUpdateWaypoint(dynamic_cast<WaypointObject*>(object),ObjectUpdateDelete,playerObject); // delete from db gObjectFactory->deleteObjectFromDB(object); delete(object); } //Inangible Objects if(object->getType() == ObjType_Intangible) { //update the datapad if(!(datapad->removeData(objectId))) { gLogger->logMsgF("ObjController::handleDestroyObject: Error removing Data from datapad %"PRIu64"",MSG_NORMAL,objectId); } if(Vehicle* vehicle = dynamic_cast<Vehicle*>(object)) { vehicle->store(); } gObjectFactory->deleteObjectFromDB(object); gMessageLib->sendDestroyObject(objectId,playerObject); } // tangible else if(object->getType() == ObjType_Tangible) { TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object); // items if(Item* item = dynamic_cast<Item*>(tangibleObject)) { // Does the item have a owner? /* if (item->getOwner() != 0) { gLogger->logMsgF("ObjController::handleDestroyObject: OwnerId = %"PRIu64", playerId = %"PRIu64"", MSG_NORMAL, item->getOwner(), playerObject->getId()); // Yes, is it my item? if (item->getOwner() != playerObject->getId()) { // Not allowed to delete this item. gMessageLib->sendSystemMessage(playerObject,L"","error_message","insufficient_permissions"); return; } } */ // handle any family specifics switch(item->getItemFamily()) { case ItemFamily_CraftingTools: _handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item)); break; case ItemFamily_Instrument: _handleDestroyInstrument(item); break; default: break; } // destroy it for the player gMessageLib->sendDestroyObject(objectId,playerObject); // Also update the world...if the object is not private. if ((item->getParentId() != playerObject->getId()) && (item->getParentId() != dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId())) { PlayerObjectSet* inRangePlayers = playerObject->getKnownPlayers(); PlayerObjectSet::iterator it = inRangePlayers->begin(); while(it != inRangePlayers->end()) { PlayerObject* targetObject = (*it); gMessageLib->sendDestroyObject(tangibleObject->getId(),targetObject); targetObject->removeKnownObject(tangibleObject); ++it; } tangibleObject->destroyKnownObjects(); } // update the equiplist, if its an equipable item CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(item->getParentId())); if(creature) { // remove from creatures slotmap playerObject->getEquipManager()->removeEquippedObject(object); // send out the new equiplist gMessageLib->sendEquippedListUpdate_InRange(playerObject); // destroy it for players in range PlayerObjectSet* objList = playerObject->getKnownPlayers(); PlayerObjectSet::iterator it = objList->begin(); while(it != objList->end()) { gMessageLib->sendDestroyObject(objectId,(*it)); ++it; } } } else if(ResourceContainer* container = dynamic_cast<ResourceContainer*>(object)) { //gLogger->logMsg("destroy ressourcecontainer"); gMessageLib->sendDestroyObject(container->getId(),playerObject); } // reset pending ui callbacks playerObject->resetUICallbacks(object); // delete from db CAVE :: mark if its an Object saved in the db!!!! // temporary placed instruments are not saved in the db gObjectFactory->deleteObjectFromDB(object); // remove from inventory if(object->getParentId() == dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId()) { dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->deleteObject(object); } // remove from world else { gWorldManager->destroyObject(object); } } }
void Tutorial::handleDatabaseJobComplete(void* ref,DatabaseResult* result) { TutorialQueryContainer* asyncContainer = reinterpret_cast<TutorialQueryContainer*>(ref); switch(asyncContainer->mQueryType) { case TutorialQuery_MainData: { DataBinding* binding = gWorldManager->getDatabase()->createDataBinding(3); binding->addField(DFT_uint32,offsetof(Tutorial,mState),4,0); binding->addField(DFT_int32,offsetof(Tutorial,mSubState),4,1); binding->addField(DFT_bstring,offsetof(Tutorial,mStartingProfession),64,2); uint64 count = result->getRowCount(); if (count == 1) { result->getNextRow(binding,this); } else if (count == 0) { // First time, no tutorial data saved. mSubState = 1; mState = 1; // Save the state. (gWorldManager->getDatabase())->executeSqlAsync(0,0,"INSERT INTO %s.character_tutorial VALUES (%" PRIu64 ",%u,%u)",gWorldManager->getDatabase()->galaxy(),asyncContainer->mId,mState, mSubState); } gWorldManager->getDatabase()->destroyDataBinding(binding); // Here we go... this->startScript(); } break; case TutorialQuery_PlanetLocation: { PlayerObject* player = dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(asyncContainer->mId)); if (player) { DataBinding* binding = gWorldManager->getDatabase()->createDataBinding(4); TutorialStartingLocation startingLocation; binding->addField(DFT_uint32, offsetof(TutorialStartingLocation, destinationPlanet), 4, 0); binding->addField(DFT_float, offsetof(TutorialStartingLocation, destX), 4, 1); binding->addField(DFT_float, offsetof(TutorialStartingLocation, destY), 4, 2); binding->addField(DFT_float, offsetof(TutorialStartingLocation, destZ), 4, 3); result->getNextRow(binding, &startingLocation); startingLocation.destX += (gRandom->getRand()%5 - 2); startingLocation.destZ += (gRandom->getRand()%5 - 2); gMessageLib->sendClusterZoneTransferRequestByPosition(player, glm::vec3(startingLocation.destX, startingLocation.destY, startingLocation.destZ), startingLocation.destinationPlanet); // create waypoint at starting location. glm::vec3 position; position.x = startingLocation.destX; position.z = startingLocation.destZ; Datapad* datapad = player->getDataPad(); WaypointObject* wp = datapad->getWaypointByName("@ui:cpt_avatar_location"); if(wp) { datapad->removeWaypoint(wp->getId()); } datapad->requestNewWaypoint("@ui:cpt_avatar_location", position, startingLocation.destinationPlanet, Waypoint_blue); //send starting emails sendStartingMails(); } else { } } break; default: { } break; } delete asyncContainer; }
void ObjectController::destroyObject(uint64 objectId) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); Datapad* datapad = playerObject->getDataPad(); Object* object = gWorldManager->getObjectById(objectId); //could be a schematic! ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(objectId); if(schem != NULL) { //delete schematic datapad->removeManufacturingSchematic(objectId); //delete schematic object gObjectFactory->deleteObjectFromDB(schem); gMessageLib->sendDestroyObject(objectId,playerObject); return; } // could be a waypoint if(object == NULL) { object = datapad->getWaypointById(objectId); } // or something else if(object == NULL) { gLogger->log(LogManager::DEBUG,"ObjController::destroyObject: could not find object %"PRIu64"",objectId); return; } // waypoint if(object->getType() == ObjType_Waypoint) { // update our datapad if(!(datapad->removeWaypoint(objectId))) { gLogger->log(LogManager::DEBUG,"ObjController::handleDestroyObject: Error removing Waypoint from datapad %"PRIu64"",objectId); } gMessageLib->sendUpdateWaypoint(dynamic_cast<WaypointObject*>(object),ObjectUpdateDelete,playerObject); // delete from db gObjectFactory->deleteObjectFromDB(object); delete(object); } //Inangible Objects if(object->getType() == ObjType_Intangible) { //update the datapad if(!(datapad->removeData(objectId))) { gLogger->log(LogManager::DEBUG,"ObjController::handleDestroyObject: Error removing Data from datapad %"PRIu64"",objectId); } if(VehicleController* vehicle = dynamic_cast<VehicleController*>(object)) { vehicle->Store(); } gObjectFactory->deleteObjectFromDB(object); gMessageLib->sendDestroyObject(objectId,playerObject); delete(object); } // tangible else if(object->getType() == ObjType_Tangible) { TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object); BuildingObject* building = dynamic_cast<BuildingObject*>(tangibleObject->getObjectMainParent(tangibleObject)); if(building) { if(!building->hasAdminRights(playerObject->getId())) { return; } } if(tangibleObject->getParentId() == 0) { return; } Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); // items if(Item* item = dynamic_cast<Item*>(tangibleObject)) { // handle any family specifics switch(item->getItemFamily()) { case ItemFamily_CraftingTools: _handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item)); break; case ItemFamily_Instrument: _handleDestroyInstrument(item); break; default: break; } // update the equiplist, if its an equipable item CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(item->getParentId())); if(creature) { // remove from creatures slotmap creature->getEquipManager()->removeEquippedObject(object); //unequip it object->setParentId(inventory->getId()); gMessageLib->sendContainmentMessage_InRange(object->getId(),inventory->getId(),0xffffffff,creature); // send out the new equiplist gMessageLib->sendEquippedListUpdate_InRange(creature); } } //tangible includes items and resourcecontainers if(tangibleObject) { //if(tangible->getObjectMainParent(object) != inventory->getId()) if(tangibleObject->getKnownPlayers()->size()) { //this automatically destroys the object for the players in its vicinity tangibleObject->destroyKnownObjects(); } else { // destroy it for the player gMessageLib->sendDestroyObject(objectId,playerObject); } } // reset pending ui callbacks playerObject->resetUICallbacks(object); // delete from db CAVE :: mark if its an Object saved in the db!!!! // temporary placed instruments are not saved in the db gObjectFactory->deleteObjectFromDB(object); //it might be in a cell or in a container or in the inventory :) ObjectContainer* oc = dynamic_cast<ObjectContainer*>(gWorldManager->getObjectById(object->getParentId())); if(oc) { oc->deleteObject(object); } else { gWorldManager->destroyObject(object); } } }