コード例 #1
0
Vector<WorldCoordinates>* PathFinderManager::findPathFromCellToCell(const WorldCoordinates& pointA, const WorldCoordinates& pointB) {
	CellObject* ourCell = pointA.getCell();
	CellObject* targetCell = pointB.getCell();

	if (ourCell != targetCell)
		return findPathFromCellToDifferentCell(pointA, pointB);

	int ourCellID = ourCell->getCellNumber();

	ManagedReference<BuildingObject*> building = cast<BuildingObject*>( ourCell->getParent().get().get());

	SharedObjectTemplate* templateObject = building->getObjectTemplate();

	if (templateObject == NULL)
		return NULL;

	PortalLayout* portalLayout = templateObject->getPortalLayout();

	if (portalLayout == NULL)
		return NULL;

	FloorMesh* floorMesh1 = portalLayout->getFloorMesh(ourCellID);
	PathGraph* pathGraph1 = floorMesh1->getPathGraph();

	Vector<WorldCoordinates>* path = new Vector<WorldCoordinates>(5, 1);
	path->add(pointA); // adding source

	//info("same cell... trying to calculate triangle path", true);

	Vector<Triangle*>* trianglePath = NULL;

	//info("searching floorMesh for cellID " + String::valueOf(ourCellID), true);

	int res = getFloorPath(pointA.getPoint(), pointB.getPoint(), floorMesh1, trianglePath);

	if (res == -1) { //points in the same triangle
		path->add(pointB);

		return path;
	}

	if (trianglePath == NULL) { // returning NULL, no path found
		//error("path NULL");
		delete path;

		return findPathFromCellToDifferentCell(pointA, pointB);
	} else {
		//info("path found", true);

		addTriangleNodeEdges(pointA.getPoint(), pointB.getPoint(), trianglePath, path, ourCell);

		delete trianglePath;

		path->add(pointB); //adding destination

		return path;
	}

	return path;
}
コード例 #2
0
void SpatialIndexManager::initObjectsInRange(PlayerObject* player) {
    uint64_t player_id = player->getParentId();
    if (player_id == 0) {
        return;
    }

    Object* tmp = gWorldManager->getObjectById(player_id);
    if (tmp->getType() != ObjType_Cell) {
        return;
    }

    CellObject* cell = static_cast<CellObject*>(tmp);

    tmp = gWorldManager->getObjectById(cell->getParentId());
    if (tmp->getType() != ObjType_Building) {
        return;
    }

    BuildingObject* building = static_cast<BuildingObject*>(tmp);

    ObjectList children = building->getAllCellChilds();

    std::for_each(children.begin(), children.end(), [this, player] (Object* cell_child) {
        if (cell_child->getType() != ObjType_Tangible) {
            return;
        }

        sendCreateObject(cell_child, player, true);
    });
}
コード例 #3
0
//*********************************************************************
//a Player or creature is ALWAYS in the grid and possibly in a cell
void SpatialIndexManager::RemoveObjectFromWorld(PlayerObject *removePlayer)
{
    DLOG(info) << "SpatialIndexManager::RemoveObjectFromWorld:: Player : " << removePlayer->getId();

    //remove us from the grid
    _RemoveObjectFromGrid(removePlayer);

    //remove us out of the cell
    if(removePlayer->getParentId() == 0)	{
        return;
    }

    CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(removePlayer->getParentId()));
    if(cell)    {
        //unregister from the building and all its cells
        if(BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(cell->getParentId())))		{
            gContainerManager->unRegisterPlayerFromBuilding(building,removePlayer);
        }

        cell->removeObject(removePlayer);
    }
    else    {
        DLOG(info) << "SpatialIndexManager::RemoveObjectFromWorld (player): couldn't find cell " << removePlayer->getParentId();
    }


}
コード例 #4
0
bool CollisionManager::checkLineOfSightInParentCell(SceneObject* object, Vector3& endPoint) {
	ManagedReference<SceneObject*> parent = object->getParent();

	if (parent == NULL || !parent->isCellObject())
		return true;

	CellObject* cell = cast<CellObject*>( parent.get());

	SharedObjectTemplate* objectTemplate = parent->getRootParent().get()->getObjectTemplate();
	PortalLayout* portalLayout = objectTemplate->getPortalLayout();
	MeshAppearanceTemplate* appearanceMesh = NULL;

	if (portalLayout == NULL)
		return true;

	try {
		appearanceMesh = portalLayout->getMeshAppearanceTemplate(cell->getCellNumber());
	} catch (Exception& e) {
		return true;
	}

	if (appearanceMesh == NULL) {
		//info("null appearance mesh ");
		return true;
	}

	AABBTree* aabbTree = appearanceMesh->getAABBTree();

	if (aabbTree == NULL)
		return true;

	//switching Y<->Z, adding 0.1 to account floor
	Vector3 startPoint = object->getPosition();
	startPoint.set(startPoint.getX(), startPoint.getY(), startPoint.getZ() + 0.1f);

	endPoint.set(endPoint.getX(), endPoint.getY(), endPoint.getZ() + 0.1f);

	Vector3 dir = endPoint - startPoint;
	dir.normalize();

	float distance = endPoint.distanceTo(startPoint);
	float intersectionDistance;

	Ray ray(startPoint, dir);

	Triangle* triangle = NULL;

	//nothing in the middle
	if (aabbTree->intersects(ray, distance, intersectionDistance, triangle, true))
		return false;

	Ray ray2(endPoint, Vector3(0, -1, 0));

	//check if we are in the cell with dir (0, -1, 0)
	if (!aabbTree->intersects(ray2, 64000.f, intersectionDistance, triangle, true))
		return false;

	return true;
}
コード例 #5
0
ファイル: MovingObject.cpp プロジェクト: ANHcRush/mmoserver
void MovingObject::updatePositionInCell(uint64 parentId, const glm::vec3& newPosition)
{
    uint64 oldParentId = this->getParentId();
    if (oldParentId != parentId)
    {
        // We changed cell
        CellObject* cell = NULL;

        // Remove us.
        if (!this->getKnownPlayers()->empty())
        {
            gMessageLib->broadcastContainmentMessage(this,oldParentId,0);
        }

        // only remove us from si, if we just entered the building
        if (oldParentId != 0)
        {
            // We are still inside.
            if ((cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(oldParentId))))
            {
                cell->removeObject(this);
            }
            else
            {
                LOG(WARNING) << "Error removing " << this->getId() << " from cell " << this->getParentId();
            }
        }
        else
        {
            // remove us from qt
            // We just entered a building.
            if (this->getSubZoneId())
            {
                if (std::shared_ptr<QTRegion> region = gWorldManager->getQTRegion(this->getSubZoneId()))
                {
                    this->setSubZoneId(0);
                    region->mTree->removeObject(this);
                }
            }
        }

        // put us into new one
        if (!this->getKnownPlayers()->empty())
        {
            gMessageLib->broadcastContainmentMessage(this,parentId,4);
        }
        if ((cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(parentId))))
        {
            cell->addObjectSecure(this);
        }
        else
        {
            LOG(WARNING) << "Error adding " << this->getId() << " from cell " << this->getParentId();
        }
        // update the player
        this->setParentId(parentId);
    }
}
コード例 #6
0
int ZoneImplementation::getInRangeObjects(float x, float y, float range, SortedVector<ManagedReference<QuadTreeEntry*> >* objects, bool readLockZone) {
	//Locker locker(_this.getReferenceUnsafeStaticCast());

	bool readlock = readLockZone && !_this.getReferenceUnsafeStaticCast()->isLockedByCurrentThread();

	Vector<ManagedReference<QuadTreeEntry*> > buildingObjects;

//	_this.getReferenceUnsafeStaticCast()->rlock(readlock);

	try {
		_this.getReferenceUnsafeStaticCast()->rlock(readlock);
		
		quadTree->inRange(x, y, range, *objects);
		
		_this.getReferenceUnsafeStaticCast()->runlock(readlock);
	} catch (...) {
		_this.getReferenceUnsafeStaticCast()->runlock(readlock);
	}

		for (int i = 0; i < objects->size(); ++i) {
			SceneObject* sceneObject = cast<SceneObject*>(objects->get(i).get());
			BuildingObject* building = dynamic_cast<BuildingObject*>(sceneObject);

			if (building != NULL) {
				for (int j = 1; j <= building->getMapCellSize(); ++j) {
					CellObject* cell = building->getCell(j);

					if (cell != NULL) {
					try {
							ReadLocker rlocker(cell->getContainerLock());

							for (int h = 0; h < cell->getContainerObjectsSize(); ++h) {
								ManagedReference<SceneObject*> obj = cell->getContainerObject(h);
								
								if (obj != NULL)
									buildingObjects.add(obj.get());
								}
						
						} catch (...) {
					}
					}
				}
			} else if (sceneObject != NULL && (sceneObject->isVehicleObject() || sceneObject->isMount())) {
				ManagedReference<SceneObject*> rider = sceneObject->getSlottedObject("rider");

				if (rider != NULL)
					buildingObjects.add(rider.get());
			}
		}

	//_this.getReferenceUnsafeStaticCast()->runlock(readlock);

	for (int i = 0; i < buildingObjects.size(); ++i)
		objects->put(buildingObjects.get(i));

	return objects->size();
}
コード例 #7
0
ファイル: MessageLib.cpp プロジェクト: jason83/mmoserver
//======================================================================================================================
//
// create building
//
bool MessageLib::sendCreateBuilding(BuildingObject* buildingObject,PlayerObject* playerObject)
{
    if(!_checkPlayer(playerObject))
        return(false);

    bool publicBuilding = true;

    //test buildings on house basis here
    //perhaps move to on cell basis sometime ?
    if(HouseObject* house = dynamic_cast<HouseObject*>(buildingObject))
    {
        house->checkCellPermission(playerObject);
        publicBuilding = buildingObject->getPublic();
    }

    sendCreateObjectByCRC(buildingObject,playerObject,false);

    sendBaselinesBUIO_3(buildingObject,playerObject);
    sendBaselinesBUIO_6(buildingObject,playerObject);

    uint64 buildingId = buildingObject->getId();

    CellObjectList*				cellList	= buildingObject->getCellList();
    CellObjectList::iterator	cellIt		= cellList->begin();

    uint64 cellCount = cellList->size();
    while(cellIt != cellList->end())
    {
        CellObject* cell = (*cellIt);
        uint64 cellId = cell->getId();

        uint64 count = buildingObject->getMinCellId()-1;
        sendCreateObjectByCRC(cell,playerObject,false);
        sendContainmentMessage(cellId,buildingId,0xffffffff,playerObject);

        //cell ids are id based for tutorial cells!
        if(cell->getId() <= 2203318222975)
        {
            sendBaselinesSCLT_3(cell,cellId - buildingId,playerObject);
        }
        else
        {
            sendBaselinesSCLT_3(cell,cellId - count,playerObject);
        }
        sendBaselinesSCLT_6(cell,playerObject);

        sendUpdateCellPermissionMessage(cell,publicBuilding,playerObject);	 //cellpermissions get checked by datatransform
        sendEndBaselines(cellId,playerObject);

        ++cellIt;
    }

    sendEndBaselines(buildingId,playerObject);

    return(true);
}
コード例 #8
0
ファイル: CellFactory.cpp プロジェクト: jason83/mmoserver
CellObject* CellFactory::_createCell(DatabaseResult* result)
{
    CellObject* cellObject = new CellObject();
    cellObject->setCapacity(500);

    uint64 count = result->getRowCount();

    result->GetNextRow(mCellBinding,(void*)cellObject);

    return cellObject;
}
コード例 #9
0
//============================================================================================================
// the idea is that the container holding our new item might be held by a container, too
// should this happen, we need to find the main container to determin what kind of creates to send to our player/s
// we will iterate through the parentObjects until the parent is either a player (item has been equipped) or in the inventory or )
// or a cell or a factory
uint64 SpatialIndexManager::getObjectMainParent(Object* object) {

    uint64 parentID = object->getParentId();

    // hack ourselves a player - it is not possible to get an inventory otherwise because
    // inventories are not part of the WorldObjectMap ... which really gets cumbersom (resolved with newest trunc)

    PlayerObject* player = dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(parentID-1));
    if(!player)
    {
        // the backpack might have been equipped ?
        //   this way we have of course a player directly
        PlayerObject* player = dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(parentID));
        if(!player)
        {
            CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(parentID));
            if(!cell)
            {
                CellObject* cell = dynamic_cast<CellObject*>(object);
                if(cell)
                {
                    return parentID;
                }
                FactoryObject* factory = dynamic_cast<FactoryObject*>(gWorldManager->getObjectById(parentID));
                if(!factory)
                {
                    Object* ob = dynamic_cast<Object*>(gWorldManager->getObjectById(parentID));
                    if(!ob)
                    {
                        return 0;
                    }
                    parentID = getObjectMainParent(ob);
                }
            }
            else
            {
                //return the house
                return cell->getParentId();
            }
        }
    }
    else
    {
        //its in the inventory
        return parentID;
        //Inventory is parent ID +1 - we cannot find inventories in the worldObjectMap but we can find players there
        //so we have to go this way
        //before changing this we need to settle the dispute what objects are part of the world objectmap and need to discuss objectownership
        //Eru is right in saying that we cant have two object owners (well we can but obviously we shouldnt)
    }

    return parentID;
}
コード例 #10
0
CellObject* CellFactory::_createCell(DatabaseResult* result)
{
    if (!result->getRowCount()) {
    	return nullptr;
    }

    CellObject* cellObject = new CellObject();
    cellObject->setCapacity(500);

    result->getNextRow(mCellBinding,(void*)cellObject);

	//cells are added to the worldmanager in the buildingFactory!!
	
	return cellObject;
}
コード例 #11
0
void  WorldManager::initPlayersInRange(Object* object,PlayerObject* player)
{
    // we still query for players here, cause they are found through the buildings and arent kept in a qtree
    ObjectSet inRangeObjects;
    mSpatialIndex->getObjectsInRange(object,&inRangeObjects,(ObjType_Player),gWorldConfig->getPlayerViewingRange());

    // query the according qtree, if we are in one
    if(object->getSubZoneId())
    {
        if(QTRegion* region = getQTRegion(object->getSubZoneId()))
        {
            float				viewingRange	= _GetMessageHeapLoadViewingRange();
            //float				viewingRange	= (float)gWorldConfig->getPlayerViewingRange();
            Anh_Math::Rectangle qRect;

            if(!object->getParentId())
            {
                qRect = Anh_Math::Rectangle(object->mPosition.x - viewingRange,object->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
            }
            else
            {
                CellObject*		cell		= dynamic_cast<CellObject*>(getObjectById(object->getParentId()));
                BuildingObject* building	= dynamic_cast<BuildingObject*>(getObjectById(cell->getParentId()));

                qRect = Anh_Math::Rectangle(building->mPosition.x - viewingRange,building->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
            }

            region->mTree->getObjectsInRange(object,&inRangeObjects,ObjType_Player,&qRect);
        }
    }

    // iterate through the results
    ObjectSet::iterator it = inRangeObjects.begin();

    while(it != inRangeObjects.end())
    {
        PlayerObject* pObject = dynamic_cast<PlayerObject*>(*it);

        if(pObject)
        {
            if(pObject != player)
            {
                gMessageLib->sendCreateObject(object,pObject);
                pObject->addKnownObjectSafe(object);
                object->addKnownObjectSafe(pObject);
            }

        }

        ++it;
    }

}
コード例 #12
0
ファイル: CellFactory.cpp プロジェクト: ELMERzark/mmoserver
CellObject* CellFactory::_createCell(swganh::database::DatabaseResult* result)
{
    if (!result->getRowCount()) {
    	return nullptr;
    }

    CellObject* cell = new CellObject();
    cell->setCapacity(500);
	cell->object_type_ = SWG_CELL;

	gObjectManager->LoadSlotsForObject(cell);

    result->getNextRow(mCellBinding,(void*)cell);

	auto permissions_objects_ = gObjectManager->GetPermissionsMap();
	cell->SetPermissions(permissions_objects_.find(swganh::object::WORLD_CELL_PERMISSION)->second.get());//CREATURE_PERMISSION
	
	//cells are added to the worldmanager in the buildingFactory!!
	
	return cell;
}
コード例 #13
0
ファイル: BuildingObject.cpp プロジェクト: behaart/mmoserver
//================================================================================
//
//the cells send an updated permission  to the specified player
//
void BuildingObject::updateCellPermissions(PlayerObject* player, bool access)
{
    //iterate through all the cells 
    //place players inside the world
	this->ViewObjects(nullptr, 1, false, [&](Object* object){
		if(object->getObjectType() == SWG_CELL)	{
			CellObject* cell = dynamic_cast<CellObject*>(object);

			gMessageLib->sendUpdateCellPermissionMessage(cell,access,player);

			//are we inside the cell ?
			if((player->getParentId() == cell->getId()) && (!access))
			{
				//were no longer allowed to be inside ....
				//so get going

				//TODO find outside position (sign position for example??) to place the player

				glm::vec3 playerPosition = player->mPosition;
				glm::vec3 playerWorldPosition = player->getWorldPosition();
				glm::vec3 position;

				glm::vec3 playerNewPosition;
				position.x = (0 - playerPosition.x) - 5;
				position.z = (0 - playerPosition.z) - 2;

				position.y = mPosition.y + 50;

				position.x += playerWorldPosition.x;
				//position.y += player->getWorldPosition.x;
				position.z += playerWorldPosition.z;

				player->updatePosition(0,position);
        
			}
		}
	});

}
コード例 #14
0
ファイル: BuildingObject.cpp プロジェクト: behaart/mmoserver
void BuildingObject::prepareDestruction() 
{
    //iterate through all the registered watchers
    //place players inside into the world and unregister the content
    //add an option to delete those players we send to ...

    gContainerManager->sendToRegisteredPlayers(this, [=] (PlayerObject* player) {

        gSpatialIndexManager->removeStructureItemsForPlayer(player,this);

        //is the player inside ??? or was he merely still watching??
        CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
        if (!cell) {
			//we have no interest in bystanders
            return;
        }

        BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(cell->getParentId()));
        if (!building || building->getId() != this->getId()) {
            return;
        }

        //No need to update the SI here as we only leave the cell
        player->updatePosition(0, player->getWorldPosition());
        player->setParentIdIncDB(0);

        cell->RemoveObject(this, player);

        gMessageLib->broadcastContainmentMessage(player, 0, 0xffffffff);
    });

    //remove items in the building from the world
    CellObjectList* cell_list = getCellList();
    std::for_each(cell_list->begin(), cell_list->end(), [] (CellObject* cell) {
        cell->prepareDestruction();
    });
}
コード例 #15
0
void SpatialIndexManager::createInWorld(CreatureObject* creature)
{
    this->_AddObject(creature);

    //are we in a cell? otherwise bail out
    if(creature->getParentId() == 0)	{
        return;
    }

    CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(creature->getParentId()));
    if(!cell)	{
        assert(false && "SpatialIndexManager::createInWorld cannot cast cell ???? ");
        return;
    }

    BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(cell->getParentId()));
    if(!building)	{
        assert(false && "SpatialIndexManager::createInWorld cannot cast building ???? ");
        return;
    }

    //add the Creature to the cell we are in
    cell->addObjectSecure(creature);
}
コード例 #16
0
void SpatialIndexManager::createInWorld(PlayerObject* player)
{
    //just create in the SI - it will keep track of nearby players
    this->_AddObject(player);

    //are we in a cell? otherwise bail out
    if(player->getParentId() == 0)	{
        return;
    }

    CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
    if(!cell)	{
        assert(false && "cannot cast cell ???? ");
        return;
    }

    BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(cell->getParentId()));
    if(!building)	{
        assert(false && "cannot cast building ???? ");
        return;
    }

    //we *should* already be registered as known watcher to the building

    //add the Creature to the cell we are in
    cell->addObjectSecure(player);

    //iterate through all the cells and add the player as listener
    CellObjectList::iterator cellIt = building->getCellList()->begin();

    CellObjectList* cell_list = building->getCellList();

    std::for_each(cell_list->begin(), cell_list->end(), [player] (CellObject* cell) {
        gContainerManager->registerPlayerToContainer(cell, player);
    });
}
コード例 #17
0
void ObjectFactory::deleteObjectFromDB(Object* object)
{
	int8 sql[256];

	switch(object->getType())
	{
		case ObjType_Tangible:
		{
			TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);

			switch(tangibleObject->getTangibleGroup())
			{
				case TanGroup_Item:
				{
					Item* item = dynamic_cast<Item*>(object);
					if(item->getItemType() == ItemFamily_ManufacturingSchematic)
					{
						ManufacturingSchematic* schem = dynamic_cast<ManufacturingSchematic*> (object);
						//first associated item
						sprintf(sql,"DELETE FROM items WHERE id = %"PRIu64"",schem->getItem()->getId());
						mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
						sprintf(sql,"DELETE FROM item_attributes WHERE item_id = %"PRIu64"",schem->getItem()->getId());
						mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

					}

					ObjectIDList* objectList		= item->getObjects();
					ObjectIDList::iterator objIt	= objectList->begin();

					while(objIt != objectList->end())
					{			
						Object* object = gWorldManager->getObjectById((*objIt));
						deleteObjectFromDB(object);
						
						++objIt;
					}

					sprintf(sql,"DELETE FROM items WHERE id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

					sprintf(sql,"DELETE FROM item_attributes WHERE item_id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
				}
				break;

				case TanGroup_ResourceContainer:
				{
					sprintf(sql,"DELETE FROM resource_containers WHERE id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
				}
				break;

				case TanGroup_Terminal:
				{
					sprintf(sql,"DELETE FROM terminals WHERE id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

				}
				break;

				default:break;
			}
		}
		break;

		case ObjType_Intangible:
		{
			IntangibleObject* itno = dynamic_cast<IntangibleObject*>(object);

			switch(itno->getItnoGroup())
			{
				case ItnoGroup_Vehicle:
				{
					sprintf(sql,"DELETE FROM vehicle_cutomization WHERE vehicles_id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
					sprintf(sql,"DELETE FROM vehicle_attributes WHERE vehicles_id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
					sprintf(sql,"DELETE FROM vehicles WHERE id = %"PRIu64"",object->getId());
					mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
				}
				break;

				default: break;
			}
		}
		break;

		case ObjType_Cell:
		{
			CellObject* cell = dynamic_cast<CellObject*>(object);
			ObjectIDList* cellObjects		= cell->getObjects();
			ObjectIDList::iterator objIt	= cellObjects->begin();

			while(objIt != cellObjects->end())
			{
				Object* childObject = gWorldManager->getObjectById((*objIt));

				if(PlayerObject* player = dynamic_cast<PlayerObject*>(childObject))
				{
					//place the player in the world	and db	- do *NOT* delete him :P
					//player->setParentId(0,0xffffffff,player->getKnownPlayers(),true);
				}
				else
				if(CreatureObject* pet = dynamic_cast<CreatureObject*>(childObject))
				{
					//place the player in the world	and db	- do *NOT* delete him :P
					//pet->setParentId(0,0xffffffff,pet->getKnownPlayers(),true);
				}
				else
				{
					deleteObjectFromDB(childObject);
				}
				
				++objIt;

				sprintf(sql,"UPDATE characters SET parent_id = 0 WHERE parent_id = %"PRIu64"",object->getId());
				mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
			}

			sprintf(sql,"DELETE FROM cells WHERE id = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
		}
		break;

		case ObjType_Building:
		{
			//only delete when a playerbuilding
			HouseObject* house = dynamic_cast<HouseObject*>(object);
			if(!house)
			{
				//no player building
				return;
			}

			CellObjectList*				cellList	= house->getCellList();
			CellObjectList::iterator	cellIt		= cellList->begin();

			while(cellIt != cellList->end())
			{
				CellObject* cell = (*cellIt);
				deleteObjectFromDB(cell);
				//remove items in the building from world and db

				++cellIt;
			}

			sprintf(sql,"DELETE FROM houses WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//sprintf(sql,"DELETE FROM terminals WHERE ID = %"PRIu64"",object->getId());
			//mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			sprintf(sql,"DELETE FROM structures WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//Admin / Hopper Lists
			sprintf(sql,"DELETE FROM structure_admin_data WHERE StructureID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//update attributes cave redeed vs destroy
			sprintf(sql,"DELETE FROM structure_attributes WHERE Structure_id = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

		}
		break;
		case ObjType_Structure:
		{			

			//Harvester
			sprintf(sql,"DELETE FROM structures WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			sprintf(sql,"DELETE FROM harvesters WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			sprintf(sql,"DELETE FROM factories WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//Admin / Hopper Lists
			sprintf(sql,"DELETE FROM structure_admin_data WHERE StructureID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//update attributes cave redeed vs destroy
			sprintf(sql,"DELETE FROM structure_attributes WHERE Structure_id = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

			//update hopper contents
			sprintf(sql,"DELETE FROM harvester_resources WHERE ID = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);

		}
		break;

		case ObjType_Waypoint:
		{
			sprintf(sql,"DELETE FROM waypoints WHERE waypoint_id = %"PRIu64"",object->getId());
			mDatabase->ExecuteSqlAsync(NULL,NULL,sql);
		}
		break;


		default:break;
	}
}
コード例 #18
0
ファイル: CellFactory.cpp プロジェクト: jason83/mmoserver
void CellFactory::handleObjectReady(Object* object,DispatchClient* client)
{
    InLoadingContainer* ilc = _getObject(object->getParentId());

    if (! ilc) {//Crashbug fix: http://paste.swganh.org/viewp.php?id=20100627114151-8f7df7f74013af71c0d0b00bc240770d
        gLogger->log(LogManager::WARNING,"CellFactory::handleObjectReady could not locate ILC for objectParentId:%I64u",object->getParentId());
        return;
    }

    CellObject*			cell = dynamic_cast<CellObject*>(ilc->mObject);

    gWorldManager->addObject(object,true);

    switch(object->getType())
    {
    case ObjType_NPC:
    case ObjType_Creature:
    {
        CreatureObject* creature = dynamic_cast<CreatureObject*>(object);

        if(creature->getCreoGroup() == CreoGroup_Shuttle)
            gWorldManager->addShuttle(dynamic_cast<Shuttle*>(creature));
    }
    break;

    case ObjType_Tangible:
    {
        PlayerStructureTerminal* terminal = dynamic_cast<PlayerStructureTerminal*>(object);
        if(terminal)
        {
            terminal->setStructure(cell->getParentId());
        }
    }
    break;

    case ObjType_Building:
    case ObjType_Cell:
    case ObjType_DraftSchematic:
    case ObjType_Structure:
    case ObjType_Intangible:
    case ObjType_Lair:
    case ObjType_Mission:
    case ObjType_None:
    case ObjType_NonPersistant:
    case ObjType_Player:
    case ObjType_Region:

    case ObjType_Waypoint:
    default:
        break;
    }

    cell->addObjectSecure(object);

    if(cell->getLoadCount() == cell->getObjects()->size())
    {
        if(!(_removeFromObjectLoadMap(cell->getId())))
            gLogger->log(LogManager::DEBUG,"CellFactory: Failed removing object from loadmap");

        ilc->mOfCallback->handleObjectReady(cell,ilc->mClient);

        mILCPool.free(ilc);
    }
}
コード例 #19
0
void ElevatorTerminal::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	PlayerObject* playerObject = dynamic_cast<PlayerObject*>(srcObject);

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

	if(messageType == radId_elevatorUp)
	{
		gMessageLib->sendPlayClientEffectObjectMessage(gWorldManager->getClientEffect(mEffectUp),"",playerObject);

		// remove player from current position, elevators can only be inside
		CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(playerObject->getParentId()));

		if(cell)
		{
			cell->removeObject(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,playerObject->getParentId());
		}

		// put him into new one
		playerObject->mDirection = mDstDirUp;
		playerObject->mPosition  = mDstPosUp;
		playerObject->setParentId(mDstCellUp);

		cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(mDstCellUp));

		if(cell)
		{
			cell->addObjectSecure(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,mDstCellUp);
		}

		gMessageLib->sendDataTransformWithParent(playerObject);

	}
	else if(messageType == radId_elevatorDown)
	{
		gMessageLib->sendPlayClientEffectObjectMessage(gWorldManager->getClientEffect(mEffectDown),"",playerObject);
	
		// remove player from current position, elevators can only be inside
		CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(playerObject->getParentId()));

		if(cell)
		{
			cell->removeObject(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,playerObject->getParentId());
		}

		// put him into new one
		playerObject->mDirection = mDstDirDown;
		playerObject->mPosition  = mDstPosDown;
		playerObject->setParentId(mDstCellDown);
		
		cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(mDstCellDown));

		if(cell)
		{
			cell->addObjectSecure(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,mDstCellDown);
		}

		gMessageLib->sendDataTransformWithParent(playerObject);
	}
	else
	{
		gLogger->logMsgF("ElevatorTerminal: Unhandled MenuSelect: %u",MSG_HIGH,messageType);
	}
}
コード例 #20
0
Vector<WorldCoordinates>* PathFinderManager::findPathFromCellToWorld(const WorldCoordinates& pointA, const WorldCoordinates& pointB, Zone *zone) {
	Vector<WorldCoordinates>* path = new Vector<WorldCoordinates>(5, 1);

	if (path == NULL)
		return NULL;

	path->add(pointA);

	CellObject* ourCell = pointA.getCell();
	ManagedReference<BuildingObject*> building = cast<BuildingObject*>( ourCell->getParent().get().get());
	int ourCellID = ourCell->getCellNumber();
	SharedObjectTemplate* templateObject = ourCell->getParent().get()->getObjectTemplate();

	if (templateObject == NULL) {
		delete path;
		return NULL;
	}

	PortalLayout* portalLayout = templateObject->getPortalLayout();

	if (portalLayout == NULL) {
		delete path;
		return NULL;
	}

	FloorMesh* sourceFloorMesh = portalLayout->getFloorMesh(ourCellID);

	if (sourceFloorMesh == NULL) {
		delete path;
		return NULL;
	}

	PathGraph* sourcePathGraph = sourceFloorMesh->getPathGraph();

	if (sourcePathGraph == NULL) {
		delete path;
		return NULL;
	}

	FloorMesh* exteriorFloorMesh = portalLayout->getFloorMesh(0);

	if (exteriorFloorMesh == NULL) {
		delete path;
		return NULL;
	}

	PathGraph* exteriorPathGraph = exteriorFloorMesh->getPathGraph();

	if (exteriorPathGraph == NULL) {
		delete path;
		return NULL;
	}

	// we need to move world position into model space
	Vector3 transformedPosition = transformToModelSpace(pointB.getPoint(), building);

	//find exit node in our cell
	//PathNode* exitNode = sourcePathGraph->findNearestNode(pointA.getPoint());
	TriangleNode* nearestTargetNodeTriangle = CollisionManager::getTriangle(pointA.getPoint(), sourceFloorMesh);

	if (nearestTargetNodeTriangle == NULL) {
		delete path;
		return NULL;
	}

	PathNode* exitNode = CollisionManager::findNearestPathNode(nearestTargetNodeTriangle, sourceFloorMesh, transformedPosition);//targetPathGraph->findNearestNode(pointB.getPoint());

	if (exitNode == NULL) {
		delete path;
		return NULL;
	}

	//find exterior node
	PathNode* exteriorNode = exteriorPathGraph->findNearestGlobalNode(transformedPosition);

	if (exteriorNode == NULL) {
		delete path;
		return NULL;
	}

	//find path to the exit
	Vector<PathNode*>* exitPath = portalLayout->getPath(exitNode, exteriorNode);

	if (exitPath == NULL) {
		error("exitPath == NULL");
		delete path;
		return NULL;
	}

	//find triangle path to exitNode
	Vector<Triangle*>* trianglePath = NULL;

	int res = getFloorPath(pointA.getPoint(), exitNode->getPosition(), sourceFloorMesh, trianglePath);

	if (res != -1 && trianglePath != NULL)
		addTriangleNodeEdges(pointA.getPoint(), exitNode->getPosition(), trianglePath, path, ourCell);

	if (trianglePath != NULL)
		delete trianglePath;

	path->add(WorldCoordinates(exitNode->getPosition(), ourCell));

	//populate cell traversing
	for (int i = 0; i < exitPath->size(); ++i) {
		PathNode* pathNode = exitPath->get(i);
		PathGraph* pathGraph = pathNode->getPathGraph();

		FloorMesh* floorMesh = pathGraph->getFloorMesh();

		int cellID = floorMesh->getCellID();

		if (cellID == 0) { // we are outside
			WorldCoordinates coord(pathNode->getPosition(), ourCell);

			path->add(WorldCoordinates(coord.getWorldPosition(), NULL));
		} else { // we are inside the building
			CellObject* pathCell = building->getCell(cellID);

			path->add(WorldCoordinates(pathNode->getPosition(), pathCell));
		}
	}

	delete exitPath;
	exitPath = NULL;
	
	if (path->size()) {
		Vector<WorldCoordinates>* newPath = findPathFromWorldToWorld(path->get(path->size()-1), pointB, zone);
		if (newPath) {
			path->addAll(*newPath);
			delete newPath;
		}
	} else
		path->add(pointB);

	return path;
}
コード例 #21
0
bool HandleMoveFurniture(
    Object* object,
    Object* target,
    Message* message,
    ObjectControllerCmdProperties* cmdProperties) {

    PlayerObject*	player	= dynamic_cast<PlayerObject*>(object);

    if (!player)	{
        assert(false && "ObjectController::HandleItemMoveDown_ Player not found");
        return false;
    }

    // Verify that there was a target passed.
    if (!target) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return false;
    }

    if(!target)	{
        assert(false && "ObjectController::HandleItemMoveDown_ item not found");
        return false;
    }

    // Verify that the item and player are in the same structure.
    CellObject* playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
    if(!playerCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return false;
    }
    uint64 playerStructure = playerCell->getParentId();

    CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
    if(!objectCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return false;
    }
    uint64 objectStructure = objectCell->getParentId();

    if (objectStructure != playerStructure) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return false;
    }

    // Verify that the player has appropriate rights on this structure.
    if (playerCell) {
        if (BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(playerCell->getParentId()))) {
            if (!building->getAdminData().check_admin(player->getId())) {
                gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "admin_move_only"), player);
                return false;
            }
        }	else {
            assert(false && "ObjectController::HandleItemMoveDown_ no structure");
            return false;
        }
    } else {
        //were just outside ??
        return false;
    }

    // Read the message out of the packet.
    BString tmp;
    message->getStringUnicode16(tmp);

    // If the string has no length the message is ill-formatted, send the
    // proper format to the client.
    if (!tmp.getLength()) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "format_movefurniture_distance"), player);
        return false;
    }

    // Convert the string to an ansi string for ease with the regex.
    tmp.convert(BSTRType_ANSI);
    std::string input_string(tmp.getAnsi());

    static const regex pattern("(forward|back|up|down) ([0-9]+)");
    smatch result;

    regex_search(input_string, result, pattern);

    // If the pattern doesn't match all elements then send the proper format
    // to the client.
    if (result.length() < 2) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "format_movefurniture_distance"), player);
        return false;
    }

    // Gather the results of the pattern for validation and use.
    std::string direction(result[1]);
    float distance = boost::lexical_cast<float>(result[2]);

    // If the the specified amount is not within the valid range notify the client.
    if ((distance < 1.0f) || (distance > 500.0f)) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "movefurniture_params"), player);
        return false;
    }

    // Move object an MOVE_INCREMENT times by the amount and direction specified.
    if (direction == "forward") {
        target->move(player->mDirection, distance * MOVE_INCREMENT);
    } else if (direction == "back") {
        target->move(player->mDirection, -distance * MOVE_INCREMENT);
    } else if (direction == "up") {
        target->mPosition.y += distance * MOVE_INCREMENT;
    } else if (direction == "down") {
        target->mPosition.y -= distance * MOVE_INCREMENT;
    }

    // Update the world with the changes.
    gMessageLib->sendDataTransformWithParent053(target);
    target->updateWorldPosition();

    return true;
}
コード例 #22
0
ファイル: CellFactory.cpp プロジェクト: ELMERzark/mmoserver
void CellFactory::handleDatabaseJobComplete(void* ref,swganh::database::DatabaseResult* result)
{
    QueryContainerBase* asyncContainer = reinterpret_cast<QueryContainerBase*>(ref);

    switch(asyncContainer->mQueryType)
    {
    case CellFQuery_MainData:
    {
        CellObject* cell = _createCell(result);
        uint64		cellId = cell->getId();

        QueryContainerBase* asContainer = new(mQueryContainerPool.ordered_malloc()) QueryContainerBase(asyncContainer->mOfCallback,CellFQuery_Objects,asyncContainer->mClient);
        asContainer->mObject = cell;

        mDatabase->executeSqlAsync(this,asContainer,"(SELECT \'terminals\',id FROM %s.terminals WHERE parent_id = %"PRIu64")"
               
                                   " UNION (SELECT \'ticket_collectors\',id FROM %s.ticket_collectors WHERE (parent_id=%"PRIu64"))"
                                   " UNION (SELECT \'persistent_npcs\',id FROM %s.persistent_npcs WHERE parentId=%"PRIu64")"
                                   " UNION (SELECT \'shuttles\',id FROM %s.shuttles WHERE parentId=%"PRIu64")"
                                   " UNION (SELECT \'items\',id FROM %s.items WHERE parent_id=%"PRIu64")"
                                   " UNION (SELECT \'resource_containers\',id FROM %s.resource_containers WHERE parent_id=%"PRIu64")",
                                   mDatabase->galaxy(),cellId,
                                   mDatabase->galaxy(),cellId,
                                   mDatabase->galaxy(),cellId,
                                   
                                   mDatabase->galaxy(),cellId,
                                   mDatabase->galaxy(),cellId,
                                   mDatabase->galaxy(),cellId);       
    }
    break;

    case CellFQuery_Objects:
    {
        CellObject* cell = dynamic_cast<CellObject*>(asyncContainer->mObject);
        Type1_QueryContainer queryContainer;

        swganh::database::DataBinding*	binding = mDatabase->createDataBinding(2);
        binding->addField(swganh::database::DFT_bstring,offsetof(Type1_QueryContainer,mString),64,0);
        binding->addField(swganh::database::DFT_uint64,offsetof(Type1_QueryContainer,mId),8,1);

        uint64 count = result->getRowCount();

        if(count > 0)
        {
            // store us for later lookup
            mObjectLoadMap.insert(std::make_pair(cell->getId(),new(mILCPool.ordered_malloc()) InLoadingContainer(cell,asyncContainer->mOfCallback,asyncContainer->mClient)));
            cell->setLoadCount(static_cast<uint32>(count));

            for(uint32 i = 0; i < count; i++)
            {
                result->getNextRow(binding,&queryContainer);

                if(strcmp(queryContainer.mString.getAnsi(),"terminals") == 0)
                    gObjectFactory->requestObject(ObjType_Tangible,TanGroup_Terminal,0,this,queryContainer.mId,asyncContainer->mClient);
                
                else if(strcmp(queryContainer.mString.getAnsi(),"ticket_collectors") == 0)
                    gObjectFactory->requestObject(ObjType_Tangible,TanGroup_TicketCollector,0,this,queryContainer.mId,asyncContainer->mClient);
                else if(strcmp(queryContainer.mString.getAnsi(),"persistent_npcs") == 0)
                    gObjectFactory->requestObject(ObjType_NPC,CreoGroup_PersistentNpc,0,this,queryContainer.mId,asyncContainer->mClient);
                else if(strcmp(queryContainer.mString.getAnsi(),"shuttles") == 0)
                    gObjectFactory->requestObject(ObjType_Creature,CreoGroup_Shuttle,0,this,queryContainer.mId,asyncContainer->mClient);
                else if(strcmp(queryContainer.mString.getAnsi(),"items") == 0)
                    gObjectFactory->requestObject(ObjType_Tangible,TanGroup_Item,0,this,queryContainer.mId,asyncContainer->mClient);
                else if(strcmp(queryContainer.mString.getAnsi(),"resource_containers") == 0)
                    gObjectFactory->requestObject(ObjType_Tangible,TanGroup_ResourceContainer,0,this,queryContainer.mId,asyncContainer->mClient);
            }
        }
        else
            asyncContainer->mOfCallback->handleObjectReady(cell,asyncContainer->mClient);

        mDatabase->destroyDataBinding(binding);
    }
    break;

    default:
        break;
    }

    mQueryContainerPool.free(asyncContainer);
}
コード例 #23
0
void ObjectController::handleObjectMenuRequest(Message* message)
{
    //for ever item where we request a radial the client starts by displaying a radial on his own and additionally sends a
    //objectMenuRequest to the server
    //The server then either just resends the radial as send by the client or adds / modifies options on his own
    //this is why sometimes when lag is involved it takes some time for all options to display


    PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject);

    message->getUint32(); // unknown
    uint64 requestedObjectId = message->getUint64();
    message->getUint64(); // player id again ?

    Object* requestedObject = gWorldManager->getObjectById(requestedObjectId);

    uint32 itemCount = message->getUint32();

    BString extendedDescription;
    MenuItemList menuItemList;

    MenuItem* menuItem;
    for(uint32 i = 0; i < itemCount; i++)
    {
        menuItem = new(MenuItem);

        menuItem->sItem			= message->getUint8();   // item nr
        menuItem->sSubMenu		= message->getUint8();   // submenu flag
        menuItem->sIdentifier	= message->getUint8();   // item identifier
        menuItem->sOption		= message->getUint8();   // extended option
        message->getStringUnicode16(extendedDescription);
        menuItemList.push_back(menuItem);
    }

    uint8 responseNr = message->getUint8();

    if(!requestedObject)
    {
        if(playerObject->isConnected())
            gMessageLib->sendEmptyObjectMenuResponse(requestedObjectId,playerObject,responseNr,menuItemList);

        //the list is cleared and items are destroyed in the message lib
        //for the default response
        return;
    }

    requestedObject->setMenuList(&menuItemList);



    //are we an item dropped in a structure awaiting to be moved or picked u`p?
    //just implement this virtual function for items as we need just one central point instead
    //of the same code over and over for all items

    CellObject* itemCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(requestedObject->getParentId()));

    Item* item = dynamic_cast<Item*>(requestedObject);
    ResourceContainer* rC = dynamic_cast<ResourceContainer*>(requestedObject);
    TangibleObject* tO = dynamic_cast<TangibleObject*>(requestedObject);

    //only display that menu when *we* and the item are in the same structure
    if((rC || item) && itemCell && (!tO->getStatic()))
    {
        CellObject* playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(playerObject->getParentId()));
        if(playerCell && (playerCell->getParentId() == itemCell->getParentId()))
        {
            PlayerStructure* pS = dynamic_cast<PlayerStructure*>(gWorldManager->getObjectById(playerCell->getParentId()));
            if(pS)
                requestedObject->prepareCustomRadialMenuInCell(playerObject,static_cast<uint8>(itemCount));
        }
    }
    /*
    if(rc && requestedObject->getParentId())
    {
        if(CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(requestedObject->getParentId())))
        {
            requestedObject->prepareCustomRadialMenuInCell(playerObject,static_cast<uint8>(itemCount));
        }
    }
    */
    //delete the radials after every use or provide every object with set rules when to delete it ?

    if(!requestedObject->getRadialMenu())
        requestedObject->prepareCustomRadialMenu(playerObject,static_cast<uint8>(itemCount));

    if (requestedObject->getRadialMenu())
    {
        if(playerObject->isConnected())
        {
            gMessageLib->sendObjectMenuResponse(requestedObject,playerObject,responseNr);
        }
        //they only reset if the objects virtual function does it
        //by default it stays
        requestedObject->ResetRadialMenu();
        //the radial menu is supposed to be an intelligent pointer deleting itself when no reference is left
        //however during runtime the item always references the radialmenu that was generated for it on the first call.
        //when the circumstances of the item change we need to delete the pointer and thus force it to generate a new radial
    }
    else
    {
        // putting this for static objects/objects that are not known by the server yet
        // send a default menu,so client stops flooding us with requests

        //empty might just mean that the clients radial is sufficient

        if(playerObject->isConnected())
            gMessageLib->sendEmptyObjectMenuResponse(requestedObjectId,playerObject,responseNr,menuItemList);

        //the list is cleared and items are destroyes in the message lib
        //for the default response
    }


    //we need to clear that if the messagelib wont clear it
    //still want to use it for the player radials at some point
    for(MenuItemList::iterator it=menuItemList.begin(); it != menuItemList.end(); it++)
        delete (*it);

    menuItemList.clear();

}
コード例 #24
0
Vector<WorldCoordinates>* PathFinderManager::findPathFromCellToDifferentCell(const WorldCoordinates& pointA, const WorldCoordinates& pointB) {
	//info ("findPathFromCellToDifferentCell", true);

	CellObject* ourCell = pointA.getCell();
	CellObject* targetCell = pointB.getCell();

	int ourCellID = ourCell->getCellNumber();
	int targetCellID = targetCell->getCellNumber();

	ManagedReference<BuildingObject*> building1 = cast<BuildingObject*>( ourCell->getParent().get().get());
	ManagedReference<BuildingObject*> building2 = cast<BuildingObject*>( targetCell->getParent().get().get());

	if (building1 != building2) // TODO: implement path finding between 2 buildings
		return NULL;

	SharedObjectTemplate* templateObject = building1->getObjectTemplate();

	if (templateObject == NULL)
		return NULL;

	PortalLayout* portalLayout = templateObject->getPortalLayout();

	if (portalLayout == NULL)
		return NULL;

	FloorMesh* floorMesh1 = portalLayout->getFloorMesh(ourCellID);
	FloorMesh* floorMesh2 = portalLayout->getFloorMesh(targetCellID);

	if (floorMesh2->getCellID() != targetCellID)
		error("floorMes2 cellID != targetCellID");

	//info("targetCellID:" + String::valueOf(targetCellID), true);

	PathGraph* pathGraph1 = floorMesh1->getPathGraph();
	PathGraph* pathGraph2 = floorMesh2->getPathGraph();

	Vector<WorldCoordinates>* path = new Vector<WorldCoordinates>(5, 1);
	path->add(pointA); // adding source

	//PathNode* source = pathGraph1->findNearestNode(pointA.getPoint());
	TriangleNode* nearestSourceNodeTriangle = CollisionManager::getTriangle(pointA.getPoint(), floorMesh1);

	if (nearestSourceNodeTriangle == NULL) {
		delete path;
		return NULL;
	}

	PathNode* source = CollisionManager::findNearestPathNode(nearestSourceNodeTriangle, floorMesh1, pointB.getPoint());//targetPathGraph->findNearestNode(pointB.getPoint());

	if (source == NULL) {
		delete path;
		return NULL;
	}

	//PathNode* target = pathGraph2->findNearestNode(pointB.getPoint());
	TriangleNode* nearestTargetNodeTriangle = CollisionManager::getTriangle(pointB.getPoint(), floorMesh2);

	if (nearestTargetNodeTriangle == NULL) {
		delete path;
		return NULL;
	}

	PathNode* target = CollisionManager::findNearestPathNode(nearestTargetNodeTriangle, floorMesh2, pointB.getPoint());//targetPathGraph->findNearestNode(pointB.getPoint());

	if (target == NULL) {
		delete path;
		return NULL;
	}

	Vector<PathNode*>* nodes = portalLayout->getPath(source, target);

	if (nodes == NULL) {
		StringBuffer str;
		str << "Could not find path from node: " << source->getID()
				<< " to node: " << target->getID() << " in building: "
				<< templateObject->getFullTemplateString();

		log(str.toString());

		delete path;
		return NULL;
	}

	// FIXME (dannuic): Sometimes nodes only have one entry.... why?
	if (nodes->size() == 1) {
		error("Only one node");

		delete path;
		return NULL;
	}

	// path from our position to path node
	Vector<Triangle*>* trianglePath = NULL;

	int res = getFloorPath(pointA.getPoint(), nodes->get(1)->getPosition(), floorMesh1, trianglePath);

	if (res != -1 && trianglePath != NULL)
		addTriangleNodeEdges(pointA.getPoint(), nodes->get(1)->getPosition(), trianglePath, path, ourCell);

	if (trianglePath != NULL) {
		delete trianglePath;
		trianglePath = NULL;
	}

	path->add(WorldCoordinates(source->getPosition(), ourCell));

	//traversing cells
	for (int i = 1; i < nodes->size(); ++i) {
		PathNode* pathNode = nodes->get(i);
		PathGraph* pathGraph = pathNode->getPathGraph();

		FloorMesh* floorMesh = pathGraph->getFloorMesh();

		int cellID = floorMesh->getCellID();

		if (cellID == 0) {
			//info("cellID == 0", true);
			WorldCoordinates coord(pathNode->getPosition(), ourCell);

			path->add(WorldCoordinates(coord.getWorldPosition(), NULL));
		} else {
			CellObject* pathCell = building1->getCell(cellID);

			WorldCoordinates coord(pathNode->getPosition(), pathCell);

			path->add(coord);

			//info("cellID:" + String::valueOf(cellID), true);

			if (i == nodes->size() - 1) {
				if (pathNode != target) {
					StringBuffer msg;
					msg << "pathNode != target pathNode: " << pathNode->getID() << " target:" << target->getID();
					error(msg.toString());
				}

				if (pathCell != targetCell) {
					error("final cell not target cell");
				}
			}
		}
	}

	delete nodes;
	nodes = NULL;

	// path from cell entrance to destination point
	trianglePath = NULL;

	res = getFloorPath(path->get(path->size() - 1).getPoint(), pointB.getPoint(), floorMesh2, trianglePath);

	if (res != -1 && trianglePath != NULL)
		addTriangleNodeEdges(path->get(path->size() - 1).getPoint(), pointB.getPoint(), trianglePath, path, targetCell);

	if (trianglePath != NULL)
		delete trianglePath;

	path->add(pointB);

	return path;
}
コード例 #25
0
ファイル: CellFactory.cpp プロジェクト: ELMERzark/mmoserver
void CellFactory::handleObjectReady(Object* object,DispatchClient* client)
{
    InLoadingContainer* ilc = _getObject(object->getParentId());

    if (! ilc) {//Crashbug fix: http://paste.swganh.org/viewp.php?id=20100627114151-8f7df7f74013af71c0d0b00bc240770d
        LOG(warning) << "Could not locate InLoadingContainer for object parent id [" << object->getParentId() << "]";
        return;
    }

    CellObject*			cell = dynamic_cast<CellObject*>(ilc->mObject);

    gWorldManager->addObject(object,true);


    switch(object->getType())
    {
    case ObjType_NPC:
    case ObjType_Creature:
    {
        CreatureObject* creature = dynamic_cast<CreatureObject*>(object);

        if(creature->getCreoGroup() == CreoGroup_Shuttle)
            gWorldManager->addShuttle(dynamic_cast<Shuttle*>(creature));
    }
    break;

    case ObjType_Tangible:
    {
        PlayerStructureTerminal* terminal = dynamic_cast<PlayerStructureTerminal*>(object);
        if(terminal)
        {
            terminal->setStructure(cell->getParentId());
        }
    }
    break;

    case ObjType_Building:
    case ObjType_Cell:
    case ObjType_DraftSchematic:
    case ObjType_Structure:
    case ObjType_Intangible:
    case ObjType_Lair:
    case ObjType_Mission:
    case ObjType_None:
    case ObjType_NonPersistant:
    case ObjType_Player:
    case ObjType_Region:

    case ObjType_Waypoint:
    default:
        break;
    }

	auto permissions_objects_ = gObjectManager->GetPermissionsMap();
			
	object->SetPermissions(permissions_objects_.find(swganh::object::DEFAULT_PERMISSION)->second.get());//CREATURE_PERMISSION

	gObjectManager->LoadSlotsForObject(object);
	cell->InitializeObject(object);
	cell->incLoad();

	//LOG(info) << "cellFactory::handleObjectReady -> cell load stuff" << object->getId() << "for " << cell->getId();
	//LOG(info) << "loadcount : " << cell->getLoadCount() << " : count : " << cell->getLoad();

	if(cell->getLoadCount() == cell->getLoad())
    {
		//LOG(info) << "cellFactory::handleObjectReady -> cell done " << cell->getId();

        if(!(_removeFromObjectLoadMap(cell->getId())))
            LOG(warning) << "Failed removing object from loadmap";

        ilc->mOfCallback->handleObjectReady(cell,ilc->mClient);

        mILCPool.free(ilc);
    }
}
コード例 #26
0
bool ObjectController::removeFromContainer(uint64 targetContainerId, uint64 targetId)
{
	PlayerObject*	playerObject	=	dynamic_cast<PlayerObject*>(mObject);
	Object*			itemObject		=	gWorldManager->getObjectById(targetId);
	Inventory*		inventory		=	dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
	TangibleObject* targetContainer = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(targetContainerId));

	TangibleObject* tangible = dynamic_cast<TangibleObject*>(itemObject);

	Item* item = dynamic_cast<Item*>(itemObject);

	// its us
	if (tangible->getParentId() == playerObject->getId())
	{
		// unequip it
		return playerObject->getEquipManager()->unEquipItem(itemObject);
		
	}
	
	//the containerObject is the container used in the tutorial or some random dungeon container
	Container* container = dynamic_cast<Container*>(gWorldManager->getObjectById(tangible->getParentId()));
	if (container)
	{
		container->removeObject(itemObject);
		//gContainerManager->destroyObjectToRegisteredPlayers(container, tangible->getId());
		if (gWorldConfig->isTutorial())
		{
			playerObject->getTutorial()->transferedItemFromContainer(targetId, tangible->getParentId());

			// If object is owned by player (private owned for instancing), we remove the owner from the object.
			// what is this used for ???
			if (itemObject->getPrivateOwner() == playerObject->getId())
			{
				itemObject->setPrivateOwner(0);
			}
		}
		return true;
	}

	//creature inventories are a special case - their items are temporary!!! we cannot loot them directly
	CreatureObject* unknownCreature;
	Inventory*		creatureInventory;


	if (itemObject->getParentId() &&
		(unknownCreature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(itemObject->getParentId() - INVENTORY_OFFSET))) &&
		(creatureInventory = dynamic_cast<Inventory*>(unknownCreature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))) &&
		(creatureInventory->getId() == itemObject->getParentId()) && (creatureInventory->getId() != inventory->getId()))
	{
		
		if(!creatureInventory->removeObject(itemObject))
		{
			LOG(warning) << "ObjectController::removeFromContainer: Internal Error could not remove  " <<  itemObject->getId() << " from creature inventory "  << creatureInventory->getId();
			return false;
		}


		// we destroy the item in this case as its a temporary!! 
		// we do not want to clog the db with unlooted items
		gContainerManager->destroyObjectToRegisteredPlayers(creatureInventory, tangible->getId());

		ObjectIDList* invObjList = creatureInventory->getObjects();
		if (invObjList->size() == 0)
		{
			// Put this creature in the pool of delayed destruction and remove the corpse from scene.
			gWorldManager->addCreatureObjectForTimedDeletion(creatureInventory->getParentId(), LootedCorpseTimeout);
		}
		
		if (gWorldConfig->isTutorial())
		{
			// TODO: Update tutorial about the loot.
			playerObject->getTutorial()->transferedItemFromContainer(targetId, creatureInventory->getId());
		}

		//bail out here and request the item over the db - as the item in the NPC has a temporary id and we dont want that in the db
		// This ensure that we do not use/store any of the temp id's in the database.
        gObjectFactory->requestNewDefaultItem(inventory, item->getItemFamily(), item->getItemType(), inventory->getId(), 99, glm::vec3(), "");
		return false;

	}		   

	//cells are NOT tangibles - thei are static Objects
	CellObject* cell;
	if(cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(itemObject->getParentId())))
	{
		// Stop playing if we pick up the (permanently placed) instrument we are playing
		if (item && (item->getItemFamily() == ItemFamily_Instrument))
		{
			uint32 instrumentType = item->getItemType();
			if ((instrumentType == ItemType_Nalargon) || (instrumentType == ItemType_omni_box) || (instrumentType == ItemType_nalargon_max_reebo))
			{
				// It's a placeable original instrument.
				// Are we targeting the instrument we actually play on?
				if (playerObject->getActiveInstrumentId() == item->getId())
				{
					gEntertainerManager->stopEntertaining(playerObject);
				}
			}
		}
		
		//we *cannot* remove static tangibles like the structureterminal!!!!
		if(tangible->getStatic())
		{
			return false;
		}

		// Remove object from cell.
		cell->removeObject(itemObject);
		return true;
	}

	//some other container ... hopper backpack chest etc
	TangibleObject* containingContainer = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(tangible->getParentId()));
	if(containingContainer && containingContainer->removeObject(itemObject))
	{
		return true;
	}
	
	return false;
}
コード例 #27
0
//======================================================================================================================
//
// rotates an item
//
void ObjectController::HandleRotateFurniture_(
    uint64 targetId,
    Message* message,
    ObjectControllerCmdProperties* cmdProperties) {

    CreatureObject* creature  = dynamic_cast<CreatureObject*>(mObject); PlayerObject* player = creature->GetGhost();

    if (!player)	{
        assert(false && "ObjectController::HandleRotateFurniture_ Player not found");
        return;
    }

    // Verify that there was a target passed.
    if (!targetId) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }

    Object* object = gWorldManager->getObjectById(targetId);

    if(!object)	{
        assert(false && "ObjectController::HandleRotateFurniture_ item not found");
        return;
    }

    // Verify that the item and player are in the same structure.
    CellObject* playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
    if(!playerCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }
    uint64 playerStructure = playerCell->getParentId();

    CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
    if(!objectCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }
    uint64 objectStructure = objectCell->getParentId();

    if (objectStructure != playerStructure) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }

    // Verify that the player has appropriate rights on this structure.
    if (playerCell) {
        if (BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(playerCell->getParentId()))) {
            if (!building->getAdminData().check_admin(player->getId())) {
                gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "admin_move_only"), player);
                return;
            }
        }	else {
            assert(false && "ObjectController::HandleRotateFurniture_ no structure");
            return;
        }
    } else {
        //were just outside??
        return;
    }

    // Read the message out of the packet.
    BString tmp;
    message->getStringUnicode16(tmp);

    // If the string has no length the message is ill-formatted, send the
    // proper format to the client.
    if (!tmp.getLength()) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "format_rotatefurniture_degrees"), player);
        return;
    }

    // Convert the string to an ansi string for ease with the regex.
    tmp.convert(BSTRType_ANSI);
    std::string input_string(tmp.getAnsi());

    static const regex pattern("(right|left) ([0-9]+)");
    smatch result;

    regex_search(input_string, result, pattern);

    // If the pattern doesn't match all elements then send the proper format
    // to the client.
    if (result.length() < 2) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "format_rotatefurniture_degrees"), player);
        return;
    }

    // Gather the results of the pattern for validation and use.
    std::string direction(result[1]);
    float degrees = boost::lexical_cast<float>(result[2]);

    // If the the specified amount is not within the valid range notify the client.
    if (degrees < 1.0f || degrees > 180.0f) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_params"), player);
        return;
    }

    // Rotate by the necessary amount.
    if (direction.compare("left") == 0) {
        object->rotateLeft(degrees);
    } else {
        object->rotateRight(degrees);
    }

    // Update the world with the changes.
    gMessageLib->sendDataTransformWithParent053(object);
    object->updateWorldPosition();
}
コード例 #28
0
void ObjectController::_handleTransferItemMisc(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
	//we need to make sure that ONLY equipped items are contained by the player
	//all other items are contained by the inventory!!!!!!!!

	PlayerObject*	playerObject	=	dynamic_cast<PlayerObject*>(mObject);
	Object*			itemObject		=	gWorldManager->getObjectById(targetId);
	Inventory*		inventory		=	dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));

	BString			dataStr;
	uint64			targetContainerId;
	uint32			linkType;
	float			x,y,z;
	CellObject*		cell;

	message->getStringUnicode16(dataStr);



	if(swscanf(dataStr.getUnicode16(),L"%" WidePRIu64 L" %u %f %f %f",&targetContainerId,&linkType,&x,&y,&z) != 5)
	{
		DLOG(info) << "ObjController::_handleTransferItemMisc: Error in parameters";
		return;
	}

	if (!itemObject)
	{
		DLOG(warning) << "ObjController::_handleTransferItemMisc: No Object to transfer :(";
		return;
	}

	TangibleObject* tangible = dynamic_cast<TangibleObject*>(itemObject);
	if(!tangible)
	{
		//no tagible - get out of here
		DLOG(warning) << "ObjController::_handleTransferItemMisc: No tangible to transfer :(";
		return;
	}

	//get our containers
	Object* newContainer = gWorldManager->getObjectById(targetContainerId);
	Object* oldContainer = gWorldManager->getObjectById(tangible->getParentId());
	
	DLOG(info) << "ObjController::_handleTransferItemMisc: parameters";
	DLOG(info) << "ObjController::_handleTransferItemMisc: newcontainer : " << targetContainerId;
	DLOG(info) << "ObjController::_handleTransferItemMisc: oldcontainer : " << tangible->getParentId();
	DLOG(info) << "ObjController::_handleTransferItemMisc: linktype : " << linkType;

	// We may want to transfer other things than items...basically tangibleObjects!
	// resourcecontainers / factory crates
	
	// first check whether its an instrument with persistant copy   - thats a special case!
	Item* item = dynamic_cast<Item*>(itemObject);
	if (item)
	{
		//check if its only temporarily placed
		if(item->getItemFamily() == ItemFamily_Instrument)
		{
			if(item->getPersistantCopy())
			{
				// gMessageLib->sendSystemMessage(playerObject,L"you cannot pick this up");
				// You bet, I can! Remove the temp instrument from the world.

				// Do I have access to this instrument?
				if (item->getOwner() == playerObject->getId())
				{
					playerObject->getController()->destroyObject(targetId);

				}
				return;
			}
		}
	}
	

	// A FYI: When we drop items, we use player pos.
    itemObject->mPosition = glm::vec3(x,y,z);

	if (!targetContainerId)
	{
		DLOG(info) << "ObjController::_handleTransferItemMisc:TargetContainer is 0 :(";
		//return;

	}
	
	//ok how to tackle this ... :
	//basically I want to use ObjectContainer as standard access point for item handling!
	//so far we have different accesses for Objects on the player and for the inventory	and for ContainerObjects and for cells ...

	//lets begin by getting the target Object

	if(!checkTargetContainer(targetContainerId,itemObject))
	{
		DLOG(info) << "ObjController::_handleTransferItemMisc:TargetContainer is not valid :(";
		return;
	}

	if(!checkContainingContainer(tangible->getParentId(), playerObject->getId()))
	{
		DLOG(info) << "ObjController::_handleTransferItemMisc:ContainingContainer is not allowing the transfer :(";
		return;

	}
	
	// Remove the object from whatever contains it.
	if(!removeFromContainer(targetContainerId, targetId))
	{
		DLOG(info) << "ObjectController::_handleTransferItemMisc: removeFromContainer failed :( this might be caused by looting a corpse though";
		return;
	}

	
	//we need to destroy the old radial ... our item now gets a new one
	//delete(itemObject->getRadialMenu());
	itemObject->ResetRadialMenu();

	itemObject->setParentId(targetContainerId); 

	//Now update the registered watchers!!
	gContainerManager->updateObjectPlayerRegistrations(newContainer, oldContainer, tangible, linkType);

	//now go and move it to wherever it belongs
	cell = dynamic_cast<CellObject*>(newContainer);
	if (cell)
	{
		// drop in a cell
		//special case temp instrument
		if (item&&item->getItemFamily() == ItemFamily_Instrument)
		{
			if (playerObject->getPlacedInstrumentId())
			{
				// We do have a placed instrument.
				uint32 instrumentType = item->getItemType();
				if ((instrumentType == ItemType_Nalargon) || (instrumentType == ItemType_omni_box) || (instrumentType == ItemType_nalargon_max_reebo))
				{
					// We are about to drop the real thing, remove any copied instrument.
					// item->setOwner(playerObject->getId();
					playerObject->getController()->destroyObject(playerObject->getPlacedInstrumentId());
		
				}
			}
		}
	
		itemObject->mPosition = playerObject->mPosition;
		
		//do the db update manually because of the position - unless we get an automated position save in
		itemObject->setParentId(targetContainerId); 
		
		ResourceContainer* rc = dynamic_cast<ResourceContainer*>(itemObject);
		if(rc)
			mDatabase->executeSqlAsync(0,0,"UPDATE %s.resource_containers SET parent_id ='%I64u', oX='%f', oY='%f', oZ='%f', oW='%f', x='%f', y='%f', z='%f' WHERE id='%I64u'",mDatabase->galaxy(),itemObject->getParentId(), itemObject->mDirection.x, itemObject->mDirection.y, itemObject->mDirection.z, itemObject->mDirection.w, itemObject->mPosition.x, itemObject->mPosition.y, itemObject->mPosition.z, itemObject->getId());
		else
			mDatabase->executeSqlAsync(0,0,"UPDATE %s.items SET parent_id ='%I64u', oX='%f', oY='%f', oZ='%f', oW='%f', x='%f', y='%f', z='%f' WHERE id='%I64u'",mDatabase->galaxy(),itemObject->getParentId(), itemObject->mDirection.x, itemObject->mDirection.y, itemObject->mDirection.z, itemObject->mDirection.w, itemObject->mPosition.x, itemObject->mPosition.y, itemObject->mPosition.z, itemObject->getId());


		cell->addObjectSecure(itemObject);

		gMessageLib->sendDataTransformWithParent053(itemObject);
		itemObject->updateWorldPosition();

		return;
		
	}	
	
	PlayerObject* player = dynamic_cast<PlayerObject*>(newContainer);
	if(player)
	{
		//equip / unequip handles the db side, too
		if(!player->getEquipManager()->EquipItem(item))
		{
			LOG(warning) << "ObjectController::_handleTransferItemMisc: Error equipping  " << item->getId();
			//panik!!!!!!
		}
		
		itemObject->setParentIdIncDB(newContainer->getId());
		return;
	}

	//*****************************************************************
	//All special cases have been handled - now its just our generic ObjectContainer Type
	

	//some other container ... hopper backpack chest inventory etc
	if(newContainer)
	{
		newContainer->addObjectSecure(itemObject);
		itemObject->setParentIdIncDB(newContainer->getId());
		return;
	}	
}
コード例 #29
0
//======================================================================================================================
//
// rotates an item	 90d to right
//
void	ObjectController::HandleItemRotateRight_(
    uint64 targetId,
    Message* message,
    ObjectControllerCmdProperties* cmdProperties) {

    CreatureObject* creature  = dynamic_cast<CreatureObject*>(mObject); PlayerObject* player = creature->GetGhost();

    if (!player)	{
        assert(false && "ObjectController::HandleItemRotateRight_ Player not found");
        return;
    }

    // Verify that there was a target passed.
    if (!targetId) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }

    Object* object = gWorldManager->getObjectById(targetId);

    if(!object)	{
        assert(false && "ObjectController::HandleItemRotateRight_ item not found");
        return;
    }

    // Verify that the item and player are in the same structure.
    // Verify that the item and player are in the same structure.
    CellObject* playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
    if(!playerCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }
    uint64 playerStructure = playerCell->getParentId();

    CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
    if(!objectCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }
    uint64 objectStructure = objectCell->getParentId();

    if (objectStructure != playerStructure) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "rotate_what"), player);
        return;
    }

    // Verify that the player has appropriate rights on this structure.
    if (playerCell) {
        if (BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(playerCell->getParentId()))) {
            if (!building->getAdminData().check_admin(player->getId())) {
                gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "admin_move_only"), player);
                return;
            }
        }	else {
            assert(false && "ObjectController::HandleItemRotateRight_ no structure");
            return;
        }
    } else {
        //were just outside
        return;
    }

    // Rotate the object 90 degree's to the right
    object->rotateRight(ROTATE_INCREMENT);

    gMessageLib->sendDataTransformWithParent053(object);
    object->updateWorldPosition();
}
コード例 #30
0
//======================================================================================================================
//
// moves an item
//
void ObjectController::HandleItemMoveDown_(
    uint64 targetId,
    Message* message,
    ObjectControllerCmdProperties* cmdProperties) {

    PlayerObject*	player	= dynamic_cast<PlayerObject*>(mObject);

    if (!player)	{
        assert(false && "ObjectController::HandleItemMoveDown_ Player not found");
        return;
    }

    // Verify that there was a target passed.
    if (!targetId) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return;
    }

    Object* object = gWorldManager->getObjectById(targetId);

    if(!object)	{
        assert(false && "ObjectController::HandleItemMoveDown_ item not found");
        return;
    }

    // Verify that the item and player are in the same structure.
    // Verify that the item and player are in the same structure.
    CellObject* playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));
    if(!playerCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return;
    }
    uint64 playerStructure = playerCell->getParentId();

    CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
    if(!objectCell)	{
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return;
    }
    uint64 objectStructure = objectCell->getParentId();

    if (objectStructure != playerStructure) {
        gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "move_what"), player);
        return;
    }

    // Verify that the player has appropriate rights on this structure.
    if (playerCell) {
        if (BuildingObject* building = dynamic_cast<BuildingObject*>(gWorldManager->getObjectById(playerCell->getParentId()))) {
            if (!building->hasAdminRights(player->getId())) {
                gMessageLib->SendSystemMessage(::common::OutOfBand("player_structure", "admin_move_only"), player);
                return;
            }
        }	else {
            assert(false && "ObjectController::HandleItemMoveDown_ no structure");
            return;
        }
    } else {
        //were just outside??
        return;
    }

    object->mPosition.y -= MOVE_INCREMENT;

    gMessageLib->sendDataTransformWithParent053(object);
    object->updateWorldPosition();
}