コード例 #1
0
void MissionManager::missionFailedEntertainer(PlayerObject* player)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == dancer || mission->getMissionType() == musician)
			{
				if(!mission->getInProgress()) { ++it; continue; }
                if(glm::distance(player->mPosition, mission->getDestination().Coordinates) < 20)
				{
						missionFailed(player,mission);
						it = datapad->removeMission(it);
						delete mission;
						return;
				}
			}
			++it;
		}
	}
}
コード例 #2
0
void MissionManager::checkDancerMission(PlayerObject* player)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == dancer)
			{
				if(mission->getInProgress()) { ++it; continue; }
                if(glm::distance(player->mPosition, mission->getDestination().Coordinates) < 20)
				{
					BuffAttribute* performance_timer = new BuffAttribute(Mission_Timer, 0,0,0);
					Buff* timer = Buff::SimpleBuff(player, player, 600000, 0, gWorldManager->GetCurrentGlobalTick());
					timer->AddAttribute(performance_timer);
					player->AddBuff(timer);
					mission->setInProgress(true);
				}
			}
			++it;
		}
	}

return;
}
ConversationScreen* InformantMissionScreenHandler::handleScreen(CreatureObject* conversingPlayer, CreatureObject* conversingNPC, int selectedOption, ConversationScreen* conversationScreen) {
	//Get informant level.
	int informantLevel;
	if (conversationScreen->getOptionLink(0) == "1") {
		informantLevel = 1;
	} else if (conversationScreen->getOptionLink(0) == "2") {
		informantLevel = 2;
	} else if (conversationScreen->getOptionLink(0) == "3") {
		informantLevel = 3;
	} else {
		error("Informant level incorrect.");
		return NULL;
	}

	//Check if player is bounty hunter.
	if (!conversingPlayer->hasSkill("combat_bountyhunter_novice")) {
		conversationScreen->setDialogText(String("@mission/mission_generic:informant_not_bounty_hunter"));
	} else {
		//Get bounty mission object if it exists.
		MissionObject* mission = getBountyMissionObject(conversingPlayer);

		if (mission == NULL) {
			//Player has no bounty mission.
			conversationScreen->setDialogText(String("@mission/mission_generic:informant_no_bounty_mission"));
		} else {
			//Check mission level.
			if (mission->getMissionLevel() < informantLevel) {
				//Incorrect informant level.
				conversationScreen->setDialogText(String("@mission/mission_bounty_informant:informant_find_easier"));
			} else if (mission->getMissionLevel() > informantLevel) {
				//Incorrect informant level.
				conversationScreen->setDialogText(String("@mission/mission_bounty_informant:informant_find_harder"));
			} else {
				//Player has bounty mission.
				BountyMissionObjective* objective = cast<BountyMissionObjective*>(mission->getMissionObjective());
				if (objective != NULL) {
					//Run mission logic.
					if (objective->getObjectiveStatus() == BountyMissionObjective::INITSTATUS) {
						objective->updateMissionStatus(informantLevel);
						if (objective->getObjectiveStatus() == BountyMissionObjective::HASBIOSIGNATURESTATUS) {
							//Player received info about target position.
							int randomStringValue = System::random(4) + 1;
							conversationScreen->setDialogText("@mission/mission_bounty_informant:target_easy_" + String::valueOf(randomStringValue));
						} else {
							//Should never happen.
							error("Bounty mission update failed.");
						}
					} else {
						//Player has already got the target position.
						conversationScreen->setDialogText(String("@mission/mission_generic:informant_no_bounty_mission"));
					}
				} else {
					//Player has already got the target position.
					conversationScreen->setDialogText(String("@mission/mission_generic:informant_no_bounty_mission"));
				}
			}
		}
	}
	return conversationScreen;
}
コード例 #4
0
ConversationScreen* DeliverMissionScreenHandler::handleScreen(CreatureObject* conversingPlayer, CreatureObject* conversingNPC, int selectedOption, ConversationScreen* conversationScreen) {
	//Get relevant mission object if it exists.
	MissionObject* mission = getRelevantMissionObject(conversingPlayer, conversingNPC);

	if (mission == NULL) {
		//NPC is not related to any mission for this player.
		int randomAnswer = System::random(4);
		conversationScreen->setDialogText("@mission/mission_generic:deliver_incorrect_player_" + String::valueOf(randomAnswer));
	} else {
		//NPC is related to a mission for this player.
		Reference<DeliverMissionObjective*> objective = cast<DeliverMissionObjective*>(mission->getMissionObjective());
		if (objective != NULL) {
			Locker locker(objective, conversingPlayer);

			//Run mission logic.

			String text;
			if (isTargetNpc(objective, conversingNPC->getPosition())) {
				//Target NPC.
				if (objective->getObjectiveStatus() == DeliverMissionObjective::INITSTATUS) {
					//Update mission objective status.
					objective->updateMissionStatus(conversingPlayer);

					//Converse with the player.
					performPickupConversation(conversationScreen, mission);
				} else {
					//Target NPC already talked to.
					text = "@mission/mission_generic:deliver_already_picked_up";
					conversationScreen->setDialogText(text);
				}
			} else {
				//Destination NPC.
				if (objective->getObjectiveStatus() == DeliverMissionObjective::PICKEDUPSTATUS) {
					//Update mission objective status.
					objective->updateMissionStatus(conversingPlayer);
					if (objective->getObjectiveStatus() == DeliverMissionObjective::DELIVEREDSTATUS) {
						//Item delivered.
						performDeliverConversation(conversationScreen, mission);
					} else {
						//Item not found.
						text = "@mission/mission_generic:give_item";
						conversationScreen->setDialogText(text);
					}
				} else if (objective->getObjectiveStatus() == DeliverMissionObjective::INITSTATUS) {
					//Item not picked up yet.
					text = "@mission/mission_generic:give_item";
					conversationScreen->setDialogText(text);
				} else {
					//Item already dropped off.
					text = "@mission/mission_generic:deliver_already_dropped_off";
					conversationScreen->setDialogText(text);
				}
			}
		}
	}
	return conversationScreen;
}
コード例 #5
0
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++;
	}
}
コード例 #6
0
/*
 * Player aborted the mission
*/
void MissionManager::missionAbort(PlayerObject* player, uint64 mission_id)
{
	gLogger->logMsg("ABORT MISSION");
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	MissionObject* mission = datapad->getMissionById(mission_id);
	if(mission)
	{
		datapad->removeMission(mission);
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","incomplete");
		gMessageLib->sendSetWaypointActiveStatus(mission->getWaypoint(),false,player);
		gMessageLib->sendMissionAbort(mission,player);
		gMessageLib->sendContainmentMessage(mission->getId(), datapad->getId(), 4, player);
		gMessageLib->sendDestroyObject(mission_id,player);

		delete mission;
	}
	else
	{
		gLogger->logMsg("ERROR: Attempt to abort an invalid mission, with id %.8X, from the datapad.", static_cast<int>(mission_id));
	}

return;
}
コード例 #7
0
/*
 * Player opened a mission terminal or pressed refresh
*/
void MissionManager::listRequest(PlayerObject* player, uint64 terminal_id,uint8 refresh_count)
{
	Terminal*	terminal		= dynamic_cast<Terminal*> (gWorldManager->getObjectById(terminal_id));
    //uint32		terminal_type	= terminal->getTerminalType();

	int8		terminal_name[255];
	strcpy(terminal_name,terminal->getName().getAnsi());

	gLogger->logMsgF("Terminal id %"PRIu64" is type '%s'", MSG_NORMAL, terminal_id, terminal_name);

 	int count = 0;
	int len = strlen(terminal_name);
	MissionBag* mission_bag = dynamic_cast<MissionBag*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_MissionBag));

	MissionList::iterator it = mission_bag->getMissions()->begin();
	while(it != mission_bag->getMissions()->end())
	{
		MissionObject* mission = dynamic_cast<MissionObject*>(*it);
		mission->clear();
		mission->setIssuingTerminal(terminal);
		mission->setRefreshCount(refresh_count);
		switch(len)
		{
			case 16: //terminal_mission
				count < 5 ? generateDestroyMission(mission,terminal_id) : generateDeliverMission(mission);
			break;
			case 22: //terminal_mission_scout
				if (count < 5) {
					mission->setRefreshCount(0);
				} else {
					generateReconMission(mission);
				}
			break;
			case 24: //terminal_mission_artisan
				count < 5 ? generateCraftingMission(mission) : generateSurveyMission(mission);

			break;
			case 28: //terminal_mission_entertainer
				generateEntertainerMission(mission,count);
			break;
			default:
				gLogger->logMsgF("Terminal id %"PRIu64" is type '%s'", MSG_NORMAL, terminal_id, terminal_name);
				mission->setRefreshCount(0);
		}

		gMessageLib->sendMISO_Delta(mission, player);

		count++;
		++it;
	}


}
コード例 #8
0
void MissionManager::checkSurveyMission(PlayerObject* player,CurrentResource* resource,ResourceLocation highestDist)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));
	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == survey)
			{
				if(mission->getTargetResource() == resource->getType())
				{
					if(mission->getDifficulty() <= (highestDist.ratio*100))
					{
                        if(glm::distance(mission->getIssuingTerminal()->mPosition, highestDist.position) > 1024)
						{
							gLogger->logMsg("PE > 500: ready to apply new BF/wound dmg");
							missionComplete(player,mission);
							it = datapad->removeMission(it);
							delete mission;
							return;
						}
						else
						{


							int8 sm[500];
							sprintf(sm,"That resource pocket is too close (%"PRIu32" meters) to the mission giver to be useful to them. Go find one at least %"PRIu32" meters away to complete your survey mission. ",
                                static_cast<uint32>(glm::distance(mission->getIssuingTerminal()->mPosition, highestDist.position)),
                                    (1024 - (int)glm::distance(mission->getIssuingTerminal()->mPosition, highestDist.position)));

							string s = BString(sm);
							s.convert(BSTRType_Unicode16);
							gMessageLib->sendSystemMessage(player,s);
						}
					}
				}
			}
			++it;
		}

	}

}
コード例 #9
0
bool MissionManager::checkCraftingMission(PlayerObject* player,NPCObject* npc)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));
	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == crafting)
			{
				if(mission->getStartNPC() == npc)
				{
					//This is the start npc for the deliver mission
					char mp[10];
					sprintf(mp,"m%dp",mission->getNum());
					gMessageLib->sendSpatialChat(npc,player,L"",mission->getTitleFile(),mp);
					mission->setStartNPC(NULL);
					gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","deliver_received_data");
					MissionObject* updater = new MissionObject();
					updater->clear();
					updater->setId(mission->getId());
					updater->getWaypoint()->setId(mission->getId()+1);
					updater->getWaypoint()->setCoords(mission->getDestination().Coordinates);
					updater->getWaypoint()->setPlanetCRC(mission->getDestination().PlanetCRC);
					char name[150];
					sprintf(name, "@%s:%s",mission->getTitleFile().getRawData(),mission->getTitle().getRawData());
					updater->getWaypoint()->setName(name);
					updater->getWaypoint()->setActive(true);
					gMessageLib->sendMISO_Delta(updater,player);
					delete updater;
					return true;
				}
				else if(mission->getDestinationNPC() == npc && mission->getStartNPC() == NULL)
				{
					//This is the end npc for the deliver mission.
					char mr[10];
					sprintf(mr,"m%dr",mission->getNum());
					gMessageLib->sendSpatialChat(npc,player,L"",mission->getTitleFile(),mr);
					missionComplete(player,mission);
					mission->setDestinationNPC(NULL);
					it = datapad->removeMission(it);
					delete mission;
					return true;
				}
			}

			++it;
		}
	}

return false;
}
コード例 #10
0
/*
 * Player Accepted Mission
*/
void MissionManager::missionRequest(PlayerObject* player, uint64 mission_id)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	//Move the mission from the player's mission bag to his datapad.
	MissionBag* mission_bag = dynamic_cast<MissionBag*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_MissionBag));
	MissionObject* mission =  mission_bag->getMissionById(mission_id);
	if(mission == NULL)
	{
		gLogger->logMsgF("ERROR: Failed to retrieve mission with id %"PRIu64". Unable to accept mission!", MSG_HIGH, mission_id);
		return;
	}

	//automatically checks the datapads capacity
	if(!datapad->addMission(mission))
	{
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","too_many_missions");
		return;
	}
	mission_bag->removeMission(mission);
	gMessageLib->sendContainmentMessage(mission->getId(), datapad->getId(), 0xffffffff, player);


	//Replace it with a new mission.
	mission_bag->spawnNAdd();

	//Send MissionGenericResponse to tell the client its been accepted
	gMessageLib->sendMissionGenericResponse(mission,player);

	//Update the name and mission waypoint
	MissionObject* updater = new MissionObject();
	updater->clear();
	updater->setId(mission->getId());
	updater->setNameFile(mission->getTitleFile().getRawData());
	updater->setName(mission->getTitle().getRawData());
	if(mission->getMissionType() != survey)
	{
		updater->getWaypoint()->setId(mission->getId()+1);
		if(mission->getMissionType() == deliver || mission->getMissionType() == crafting)
		{
			updater->getWaypoint()->setCoords(mission->getStart().Coordinates);
			updater->getWaypoint()->setPlanetCRC(mission->getStart().PlanetCRC);
		}
		else
		{
			updater->getWaypoint()->setCoords(mission->getDestination().Coordinates);
			updater->getWaypoint()->setPlanetCRC(mission->getDestination().PlanetCRC);

		}
		char name[150];
		sprintf(name, "@%s:%s",mission->getTitleFile().getRawData(),mission->getTitle().getRawData());
		updater->getWaypoint()->setName(name);
		updater->getWaypoint()->setActive(true);
	}
	else
	{
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","survey_start");
	}

	//Accept the mission let the player know
	gMessageLib->sendPlayMusicMessage(WMSound_Mission_Accepted,player); //3887, 'sound/music_mission_accepted.snd'
	gMessageLib->sendMISO_Delta(updater,player);

	mission->sendAttributes(mission->getOwner());

	delete updater;

	if(mission->getMissionType() == recon)	mission->setTaskId(gWorldManager->addMissionToProcess(mission));


	//check if we need to inform our group
	if((mission->getMissionType() == destroy)&&(player->getGroupId() != 0))
	{
		// we are in a group and just accepted a destroy mission
		// check the missions and update the nearest waypoint
		GroupObject* group = gGroupManager->getGroupObject(player->getGroupId());
		gGroupManager->sendGroupMissionUpdate(group);

	}

return;
}
コード例 #11
0
MissionObject* GroupManager::getZoneGroupMission(std::list<uint64>* members)
{

	// we will iterate through all onZone groupmembers and compile a list of missions
	// we will find the mission nearest to the most players
	// and set the waypoints accordingly

	MissionObject*	chosenMission		= NULL;
	uint32			chosenRubberPoints	= 0;

	if(!members->size())
		return NULL;

	MissionGroupRangeList missionRangeList;

	//compile the missionlist
	Uint64List::iterator playerListIt = members->begin();
	while(playerListIt != members->end())
	{
		PlayerObject*	groupMember = dynamic_cast<PlayerObject*> (gWorldManager->getObjectById((*playerListIt)));
		
		if(!groupMember)
		{
			playerListIt++;
			continue;
		}

		Datapad* datapad = dynamic_cast<Datapad*>(groupMember->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

		MissionList* missionList = datapad->getMissions();
		MissionList::iterator missionListIt = missionList->begin();

		//add all Missions of the player to our List
		while(missionListIt != missionList->end())
		{
			//the rubber point counter will be set to 0 initially
			missionRangeList.push_back(std::make_pair((*missionListIt),0));
			missionListIt++;
		}
	
		playerListIt++;
	}

	//do we have missions in the first place ?
	if(!missionRangeList.size())
		return NULL;

	//now iterate through all players and determine their nearest mission
	playerListIt = members->begin();

	while(playerListIt != members->end())
	{
		PlayerObject*	groupMember = dynamic_cast<PlayerObject*> (gWorldManager->getObjectById((*playerListIt)));
		//now check for the nearest mission - increase its counter
		
		MissionGroupRangeList::iterator missionRangeListIt = missionRangeList.begin();
		MissionGroupRangeList::iterator missionRangeListStorage = missionRangeList.begin();

		while(missionRangeListIt != missionRangeList.end())
		{
			MissionObject* nearestMission = NULL;
			float	nearestDistance = 88000.0;
			
			MissionObject* currentMission = (*missionRangeListIt).first;
            float currentDistance = glm::distance(groupMember->mPosition, currentMission->getDestination().Coordinates);

			//store the nearest Mission
			if(currentDistance < nearestDistance)
			{
				nearestDistance = currentDistance;
				nearestMission = currentMission;
				
				//store the lists iterator for future reference
				missionRangeListStorage = missionRangeListIt;

			}

			
			missionRangeListIt++;
		}
		
		//now take the nearest Mission and give it a rubberpoint
		(*missionRangeListStorage).second++;

		//does our mission have enough rubberpoints?
		if((*missionRangeListStorage).second > (uint32)(members->size() /2))
		{
			//jupp :)
			return (*missionRangeListStorage).first;
		}

		//remember the mission with the most rubberpoints anyway in case we dont have a clear winner
		if((*missionRangeListStorage).second > chosenRubberPoints)
		{
			chosenRubberPoints	= (*missionRangeListStorage).second;
			chosenMission		= (*missionRangeListStorage).first;
		}

		playerListIt++;
	}

	return chosenMission;
}
コード例 #12
0
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);
        }
    }
}
コード例 #13
0
ファイル: MessageLib.cpp プロジェクト: jason83/mmoserver
//======================================================================================================================
//
// create player
//
bool MessageLib::sendCreatePlayer(PlayerObject* playerObject,PlayerObject* targetObject)
{
    if(!_checkPlayer(targetObject))
        return(false);

    sendCreateObjectByCRC(playerObject,targetObject,false);

    if(targetObject == playerObject)
    {
        sendBaselinesCREO_1(playerObject);
        sendBaselinesCREO_4(playerObject);
    }

    sendBaselinesCREO_3(playerObject,targetObject);
    sendBaselinesCREO_6(playerObject,targetObject);

    sendCreateObjectByCRC(playerObject,targetObject,true);
    sendContainmentMessage(playerObject->getPlayerObjId(),playerObject->getId(),4,targetObject);

    sendBaselinesPLAY_3(playerObject,targetObject);
    sendBaselinesPLAY_6(playerObject,targetObject);

    if(targetObject == playerObject)
    {
        sendBaselinesPLAY_8(playerObject,targetObject);
        sendBaselinesPLAY_9(playerObject,targetObject);
    }

    //close the yalp
    sendEndBaselines(playerObject->getPlayerObjId(),targetObject);

    sendPostureMessage(playerObject,targetObject);

    if(playerObject->getParentId())
    {
        sendContainmentMessage(playerObject->getId(),playerObject->getParentId(),4,targetObject);
    }

    if(targetObject == playerObject)
    {
        // tangible objects
        if(TangibleObject* hair = dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Hair)))
        {
            //only create the hair as the helmet will be created at a different time
            if(hair->getTangibleType() == TanType_Hair)
            {
                sendCreateTangible(hair,targetObject);
            }
        }

        // create inventory and contents
        if(dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)))
        {
            sendInventory(playerObject);
        }

        // mission bag
        if(TangibleObject* missionBag = dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Mission)))
        {
            gMessageLib->sendCreateTangible(missionBag,playerObject);

            //Now iterate through the missions and create them clientside
            MissionBag* mbag = dynamic_cast<MissionBag*> (missionBag);
            MissionList::iterator it = mbag->getMissions()->begin();
            while(it != mbag->getMissions()->end())
            {
                MissionObject* mission = dynamic_cast<MissionObject*>(*it);
                sendCreateObjectByCRC(mission, targetObject, false);
                sendContainmentMessage(mission->getId(), mbag->getId(), 4, targetObject);
                sendBaselinesMISO_3(mission, targetObject);
                sendBaselinesMISO_6(mission, targetObject);
                sendBaselinesMISO_8(mission, targetObject);
                sendBaselinesMISO_9(mission, targetObject);
                sendEndBaselines(mission->getId(), targetObject);
                ++it;
            }

        }

        // datapad
        Datapad* datapad			= playerObject->getDataPad();
        if(datapad)
        {
            //would be nice to use the tangibles objectcontainer for the datapad
            //need to get missionobjects intangibles, Man Schematics, waypoints and stuff in though, so better do it manually
            gMessageLib->sendCreateTangible(datapad,playerObject);

            //now iterate through the schematics and create them clientside
            Datapad* dpad = dynamic_cast<Datapad*> (datapad);

            ManufacturingSchematicList*	manufacturingSchematics = dpad->getManufacturingSchematics();
            ManufacturingSchematicList::iterator it = manufacturingSchematics->begin();

            while(it != manufacturingSchematics->end())
            {
                gMessageLib->sendCreateManufacturingSchematic((dynamic_cast<ManufacturingSchematic*>(*it)),playerObject ,false);
                ++it;
            }

            //Send player's intangibles vehicles,pets,droids...etc
            DataList* intangibles = dpad->getData();
            DataList::iterator ite = intangibles->begin();

            while(ite != intangibles->end())
            {
                if(IntangibleObject* itno = dynamic_cast<IntangibleObject*>(*ite))
                {
                    gMessageLib->sendCreateInTangible(itno, dpad->getId(), playerObject);

                    //dont add it to the MainObjectMap
                    //gWorldManager->addObject(itno,true);

                    switch(itno->getItnoGroup())
                    {
                    case ItnoGroup_Vehicle:
                    {
                        // set Owner for vehicles
                        if(VehicleController* vehicle = dynamic_cast<VehicleController*>(itno))
                        {
                            vehicle->set_owner(playerObject);
                        }
                    }
                    break;

                    default:
                        break;
                    }
                }

                ++ite;
            }

            //Should send accepted missions here

        }
    }
    //equipped items are already in the creo6 so only send them for ourselves

    sendEndBaselines(playerObject->getId(),targetObject);

    sendUpdatePvpStatus(playerObject,targetObject);

    if(targetObject == playerObject)
    {
        // We are actually sending this info from CharacterLoginHandler::handleDispatchMessage at the opCmdSceneReady event.
        // sendFriendListPlay9(playerObject);
        // sendIgnoreListPlay9(playerObject);

        //request the GRUP baselines from chatserver if grouped
        if(playerObject->getGroupId() != 0)
        {
            gMessageLib->sendIsmGroupBaselineRequest(playerObject);
        }
    }

    //Player mounts
    if(playerObject->checkIfMountCalled())
    {
        if(playerObject->getMount())
        {
            gMessageLib->sendCreateObject(playerObject->getMount(),targetObject);
            if(playerObject->checkIfMounted())
            {
                gMessageLib->sendContainmentMessage(playerObject->getId(), playerObject->getMount()->getId(), 0xffffffff, targetObject);
            }
        }
    }

    return(true);
}