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; }
/* * 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; }
/* * 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; }
//====================================================================================================================== // // 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); }